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Comparing deliantra/server/server/main.C (file contents):
Revision 1.17 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.63 by root, Sat Dec 30 16:56:16 2006 UTC

1/*
2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.17 2006/09/03 00:18:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <object.h> 25#include <object.h>
31#include <tod.h> 26#include <tod.h>
32 27
33#ifdef HAVE_DES_H 28#ifdef HAVE_DES_H
34#include <des.h> 29# include <des.h>
35#else 30#else
36# ifdef HAVE_CRYPT_H 31# ifdef HAVE_CRYPT_H
37# include <crypt.h> 32# include <crypt.h>
38# endif 33# endif
39#endif 34#endif
40 35
41#ifndef __CEXTRACT__
42#include <sproto.h> 36#include <sproto.h>
43#endif
44
45#ifdef HAVE_TIME_H
46#include <time.h> 37#include <time.h>
47#endif
48 38
49#include <../random_maps/random_map.h> 39#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 40#include <../random_maps/rproto.h>
51#include "path.h" 41#include "path.h"
52 42
53shstr undead_name;
54
55static char days[7][4] = { 43static char days[7][4] = {
56 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; 44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45};
57 46
47void
58void version(object *op) { 48version (object *op)
49{
59 if(op!=NULL) 50 if (op != NULL)
60 clear_win_info(op); 51 clear_win_info (op);
61 52
62 new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION); 53 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
63 54
64/* If in a socket, don't print out the list of authors. It confuses the 55/* If in a socket, don't print out the list of authors. It confuses the
65 * crossclient program. 56 * crossclient program.
66 */ 57 */
67 if (op==NULL) return; 58 if (op == NULL)
59 return;
60
68 new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:"); 61 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
62 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
63 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
64 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
69 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
70 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
71 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
72 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
73 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
74 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
75 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
76 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
77 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jxrgensen <jorgens@flipper.pvv.unit.no>");
78 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
79 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
80 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
81 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
82 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
83 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
84 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
85 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
86 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
87 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
88 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
89 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
90 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
91 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
92 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
93 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
94 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
95 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 91 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
96 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 92 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
97 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)"); 93 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
98 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)"); 94 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
99 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
100 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
101 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)"); 97 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
102 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)"); 98 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
103 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
104 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 100 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
105 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
106 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 102 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
107 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]"); 103 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
108 new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); 104 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
105
109 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:"); 106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
110 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner"); 107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
111 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]"); 108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
112 new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); 109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
113 new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); 110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
114 new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]"); 111 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg <maxmc@telia.com>");
115 new_draw_info(NDI_UNIQUE, 0,op,"And many more!"); 112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
116}
117
118void info_keys(object *op) {
119 clear_win_info(op);
120 new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");
121 new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");
122 new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");
123 new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");
124 new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command");
125 new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look");
126 new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help");
127 new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw");
128 new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick");
129 new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version");
130 new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");
131 new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type");
132 new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get");
133 new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands.");
134 new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear");
135 new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");
136 new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");
137}
138
139void start_info(object *op) {
140 char buf[MAX_BUF];
141
142 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
143 new_draw_info(NDI_UNIQUE, 0,op,buf);
144 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
145 new_draw_info(NDI_UNIQUE, 0,op," ");
146 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
147 "%s entered the game.",&op->name);
148 if(!op->contr->name_changed) {
149 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
150 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
151 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
152 }
153}
154
155/* Really, there is no reason to crypt the passwords any system. But easier
156 * to just leave this enabled for backward compatibility. Put the
157 * simple case at top - no encryption - makes it easier to read.
158 */
159char *crypt_string(char *str, char *salt) {
160#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
161 return(str);
162#else
163 static char *c=
164 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
165 char s[2];
166
167 if(salt==NULL)
168 s[0]= c[RANDOM() % (int)strlen(c)],
169 s[1]= c[RANDOM() % (int)strlen(c)];
170 else
171 s[0]= salt[0],
172 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 check_password(char *typed,char *crypted) {
183 return !strcmp(crypt_string(typed,crypted),crypted);
184} 113}
185 114
186/* This is a basic little function to put the player back to his 115/* This is a basic little function to put the player back to his
187 * savebed. We do some error checking - its possible that the 116 * savebed. We do some error checking - its possible that the
188 * savebed map may no longer exist, so we make sure the player 117 * savebed map may no longer exist, so we make sure the player
189 * goes someplace. 118 * goes someplace.
190 */ 119 */
120void
191void enter_player_savebed(object *op) 121enter_player_savebed (object *op)
192{ 122{
193 mapstruct *oldmap = op->map; 123 object *tmp = object::create ();
194 object *tmp;
195
196 tmp=get_object();
197
198 EXIT_PATH(tmp) = op->contr->savebed_map; 124 EXIT_PATH (tmp) = op->contr->savebed_map;
199 EXIT_X(tmp) = op->contr->bed_x; 125 EXIT_X (tmp) = op->contr->bed_x;
200 EXIT_Y(tmp) = op->contr->bed_y; 126 EXIT_Y (tmp) = op->contr->bed_y;
201 enter_exit(op,tmp); 127 op->enter_exit (tmp);
202 /* If the player has not changed maps and the name does not match 128 tmp->destroy ();
203 * that of the savebed, his savebed map is gone. Lets go back
204 * to the emergency path. Update what the players savebed is
205 * while we're at it.
206 */
207 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
208 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
209 settings.emergency_mapname, &op->name, op->contr->savebed_map);
210 strcpy(op->contr->savebed_map, settings.emergency_mapname);
211 op->contr->bed_x = settings.emergency_x;
212 op->contr->bed_y = settings.emergency_y;
213 EXIT_PATH(tmp) = op->contr->savebed_map;
214 EXIT_X(tmp) = op->contr->bed_x;
215 EXIT_Y(tmp) = op->contr->bed_y;
216 enter_exit(op,tmp);
217 }
218 free_object(tmp);
219}
220
221/* All this really is is a glorified remove_object that also updates
222 * the counts on the map if needed.
223 */
224void leave_map(object *op)
225{
226 mapstruct *oldmap = op->map;
227
228 remove_ob(op);
229
230 if (oldmap) {
231 if (!op->contr->hidden)
232 oldmap->players--;
233 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
234 set_map_timeout(oldmap);
235 }
236 }
237} 129}
238 130
239/* 131/*
240 * enter_map(): Moves the player and pets from current map (if any) to 132 * enter_map(): Moves the player and pets from current map (if any) to
241 * new map. map, x, y must be set. map is the map we are moving the 133 * new map. map, x, y must be set. map is the map we are moving the
242 * player to - it could be the map he just came from if the load failed for 134 * player to - it could be the map he just came from if the load failed for
243 * whatever reason. If default map coordinates are to be used, then 135 * whatever reason. If default map coordinates are to be used, then
244 * the function that calls this should figure them out. 136 * the function that calls this should figure them out.
245 */ 137 */
246static void enter_map(object *op, mapstruct *newmap, int x, int y) { 138void
247 mapstruct *oldmap = op->map; 139object::enter_map (maptile *newmap, int x, int y)
140{
141 if (!newmap->load ())
142 return;
248 143
249 if (out_of_map(newmap, x, y)) { 144 if (out_of_map (newmap, x, y))
145 {
250 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 146 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
251 newmap->path, x, y); 147 x = newmap->enter_x;
252 x=MAP_ENTER_X(newmap); 148 y = newmap->enter_y;
253 y=MAP_ENTER_Y(newmap);
254 if (out_of_map(newmap, x, y)) { 149 if (out_of_map (newmap, x, y))
150 {
255 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 151 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
256 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); 152 &newmap->path, x, y, newmap->width, newmap->height);
257 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 153 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
258 return; 154 return;
259 } 155 }
260 } 156 }
157
261 /* try to find a spot for the player */ 158 /* try to find a spot for the player */
262 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 159 if (ob_blocked (this, newmap, x, y))
160 { /* First choice blocked */
263 /* We try to find a spot for the player, starting closest in. 161 /* We try to find a spot for the player, starting closest in.
264 * We could use find_first_free_spot, but that doesn't randomize it at all, 162 * We could use find_first_free_spot, but that doesn't randomize it at all,
265 * So for example, if the north space is free, you would always end up there even 163 * So for example, if the north space is free, you would always end up there even
266 * if other spaces around are available. 164 * if other spaces around are available.
267 * Note that for the second and third calls, we could start at a position other 165 * Note that for the second and third calls, we could start at a position other
268 * than one, but then we could end up on the other side of walls and so forth. 166 * than one, but then we could end up on the other side of walls and so forth.
269 */ 167 */
270 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 168 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
169
170 if (i == -1)
171 {
172 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
271 if (i==-1) { 173 if (i == -1)
272 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 174 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
175 }
176
273 if (i==-1) 177 if (i != -1)
274 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
275 } 178 {
276 if (i != -1 ) {
277 x += freearr_x[i]; 179 x += freearr_x[i];
278 y += freearr_y[i]; 180 y += freearr_y[i];
181 }
279 } else { 182 else
280 /* not much we can do in this case. */ 183 /* not much we can do in this case. */
281 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", 184 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);
282 newmap->path, x , y); 185 }
283 } 186
284 } /* end if looking for free spot */ 187 if (map)
285
286 if (op->map!=NULL)
287 {
288 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
289 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 188 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
290 } 189 return;
291 190
191 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
192 return;
193
194 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
195 return;
196
292 /* If it is a player login, he has yet to be inserted anyplace. 197 /* If it is a player login, he has yet to be inserted anyplace.
293 * otherwise, we need to deal with removing the player here. 198 * otherwise, we need to deal with removing the player here.
294 */ 199 */
295 if(!QUERY_FLAG(op, FLAG_REMOVED)) 200 remove ();
296 remove_ob(op);
297 201
298 /* remove_ob clears these so they must be reset after the remove_ob call */ 202 this->x = x;
299 op->x = x; 203 this->y = y;
300 op->y = y;
301 op->map = newmap; 204 map = newmap;
205
302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 206 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
303 207
304 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
305
306 if (!op->contr->hidden)
307 newmap->players++;
308
309 newmap->timeout=0; 208 newmap->timeout = 0;
310 op->enemy = NULL; 209 enemy = NULL;
311 210
312 if (op->contr) { 211 if (contr)
212 {
313 strcpy(op->contr->maplevel, newmap->path); 213 strcpy (contr->maplevel, newmap->path);
314 op->contr->count=0; 214 contr->count = 0;
315 } 215 }
316 216
317 /* Update any golems */ 217 /* Update any golems */
318 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 218 if (type == PLAYER && contr->ranges[range_golem])
219 {
319 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 220 int i = find_free_spot (contr->ranges[range_golem], newmap,
320 x, y, 1, SIZEOFFREE); 221 x, y, 1, SIZEOFFREE);
321 remove_ob(op->contr->ranges[range_golem]); 222
223 contr->ranges[range_golem]->remove ();
224
322 if (i==-1) { 225 if (i == -1)
226 {
323 remove_friendly_object(op->contr->ranges[range_golem]); 227 remove_friendly_object (contr->ranges[range_golem]);
324 free_object(op->contr->ranges[range_golem]); 228 contr->ranges[range_golem]->destroy ();
325 op->contr->ranges[range_golem]=NULL; 229 contr->ranges[range_golem] = 0;
326 op->contr->golem_count=0; 230 }
231 else
327 } 232 {
328 else {
329 object *tmp;
330 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { 233 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
234 {
331 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x); 235 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
332 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y); 236 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
333 tmp->map = newmap; 237 tmp->map = newmap;
334 } 238 }
239
335 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); 240 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
336 op->contr->ranges[range_golem]->direction = 241 contr->ranges[range_golem]->direction =
337 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 242 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
338 op->y - op->contr->ranges[range_golem]->y);
339 } 243 }
340 } 244 }
245
341 op->direction=0; 246 direction = 0;
342 247
343 /* since the players map is already loaded, we don't need to worry 248 /* since the players map is already loaded, we don't need to worry
344 * about pending objects. 249 * about pending objects.
345 */ 250 */
346 remove_all_pets(newmap); 251 remove_all_pets (newmap);
347
348 /* If the player is changing maps, we need to do some special things
349 * Do this after the player is on the new map - otherwise the force swap of the
350 * old map does not work.
351 */
352 if (oldmap != newmap) {
353 if (oldmap) /* adjust old map */
354 {
355 oldmap->players--;
356
357 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
358 set_map_timeout(oldmap);
359 }
360 }
361 swap_below_max (newmap->path);
362} 252}
363
364void set_map_timeout(mapstruct *oldmap)
365{
366#if MAP_MAXTIMEOUT
367 oldmap->timeout = MAP_TIMEOUT(oldmap);
368 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
369 * lower than the min value.
370 */
371#if MAP_MINTIMEOUT
372 if (oldmap->timeout < MAP_MINTIMEOUT) {
373 oldmap->timeout = MAP_MINTIMEOUT;
374 }
375#endif
376 if (oldmap->timeout > MAP_MAXTIMEOUT) {
377 oldmap->timeout = MAP_MAXTIMEOUT;
378 }
379#else
380 /* save out the map */
381 swap_map(oldmap);
382#endif /* MAP_MAXTIMEOUT */
383}
384
385 253
386/* clean_path takes a path and replaces all / with _ 254/* clean_path takes a path and replaces all / with _
387 * We do a strcpy so that we do not change the original string. 255 * We do a strcpy so that we do not change the original string.
388 */ 256 */
257char *
389char *clean_path(const char *file) 258clean_path (const char *file)
390{ 259{
391 static char newpath[MAX_BUF],*cp; 260 static char newpath[MAX_BUF], *cp;
261 assign (newpath, file);
392 262
393 strncpy(newpath, file, MAX_BUF-1);
394 newpath[MAX_BUF-1]='\0';
395 for (cp=newpath; *cp!='\0'; cp++) { 263 for (cp = newpath; *cp != '\0'; cp++)
396 if (*cp=='/') *cp='_'; 264 if (*cp == '/')
397 } 265 *cp = '_';
266
398 return newpath; 267 return newpath;
399} 268}
400
401 269
402/* unclean_path takes a path and replaces all _ with / 270/* unclean_path takes a path and replaces all _ with /
403 * This basically undoes clean path. 271 * This basically undoes clean path.
404 * We do a strcpy so that we do not change the original string. 272 * We do a strcpy so that we do not change the original string.
405 * We are smart enough to start after the last / in case we 273 * We are smart enough to start after the last / in case we
406 * are getting passed a string that points to a unique map 274 * are getting passed a string that points to a unique map
407 * path. 275 * path.
408 */ 276 */
277char *
409char *unclean_path(const char *src) 278unclean_path (const char *src)
410{ 279{
411 static char newpath[MAX_BUF],*cp; 280 static char newpath[MAX_BUF], *cp;
412 281
413 cp=strrchr(src, '/'); 282 cp = strrchr (src, '/');
414 if (cp) 283 assign (newpath, cp ? cp + 1 : src);
415 strncpy(newpath, cp+1, MAX_BUF-1);
416 else
417 strncpy(newpath, src, MAX_BUF-1);
418 newpath[MAX_BUF-1]='\0';
419 284
420 for (cp=newpath; *cp!='\0'; cp++) { 285 for (cp = newpath; *cp != '\0'; cp++)
421 if (*cp=='_') *cp='/'; 286 if (*cp == '_')
422 } 287 *cp = '/';
288
423 return newpath; 289 return newpath;
424} 290}
425
426
427/* The player is trying to enter a randomly generated map. In this case, generate the
428 * random map as needed.
429 */
430
431static void enter_random_map(object *pl, object *exit_ob)
432{
433 mapstruct *new_map;
434 char newmap_name[HUGE_BUF], *cp;
435 static int reference_number = 0;
436 RMParms rp;
437
438 memset(&rp, 0, sizeof(RMParms));
439 rp.Xsize=-1;
440 rp.Ysize=-1;
441 rp.region=get_region_by_map(exit_ob->map);
442 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
443 rp.origin_x = exit_ob->x;
444 rp.origin_y = exit_ob->y;
445 strcpy(rp.origin_map, pl->map->path);
446
447 /* If we have a final_map, use it as a base name to give some clue
448 * as where the player is. Otherwise, use the origin map.
449 * Take the last component (after the last slash) to give
450 * shorter names without bogus slashes.
451 */
452 if (rp.final_map[0]) {
453 cp = strrchr(rp.final_map, '/');
454 if (!cp) cp = rp.final_map;
455 } else {
456 char buf[HUGE_BUF];
457
458 cp = strrchr(rp.origin_map, '/');
459 if (!cp) cp = rp.origin_map;
460 /* Need to strip of any trailing digits, if it has them */
461 strcpy(buf, cp);
462 while (isdigit(buf[strlen(buf) - 1]))
463 buf[strlen(buf) - 1] = 0;
464 cp = buf;
465 }
466
467 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
468
469 /* now to generate the actual map. */
470 new_map=generate_random_map(newmap_name,&rp);
471
472 /* Update the exit_ob so it now points directly at the newly created
473 * random maps. Not that it is likely to happen, but it does mean that a
474 * exit in a unique map leading to a random map will not work properly.
475 * It also means that if the created random map gets reset before
476 * the exit leading to it, that the exit will no longer work.
477 */
478 if(new_map) {
479 int x, y;
480 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
481 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
482 EXIT_PATH(exit_ob) = newmap_name;
483 strcpy(new_map->path, newmap_name);
484 enter_map(pl, new_map, x, y);
485 }
486}
487
488/* The player is trying to enter a non-randomly generated template map. In this
489 * case, use a map file for a template
490 */
491
492static void enter_fixed_template_map(object *pl, object *exit_ob)
493{
494 mapstruct *new_map;
495 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
496 const char *new_map_name;
497
498 /* Split the exit path string into two parts, one
499 * for where to store the map, and one for were
500 * to generate the map from.
501 */
502 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
503 sourcemap = strchr(exitpath, '!');
504 if (!sourcemap) {
505 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
506 /* Should only occur when no source map is set.
507 */
508 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
509 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
510 return;
511 }
512 *sourcemap++ = '\0';
513
514 /* If we are not coming from a template map, we can use relative directories
515 * for the map to generate from.
516 */
517 if (!exit_ob->map->templatemap) {
518 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
519 }
520
521 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
522 * of the exit, and the name of the map the exit is on, respectively.
523 */
524 sprintf(tmpnum ,"%d", exit_ob->x);
525 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
526
527 sprintf(tmpnum ,"%d", exit_ob->y);
528 sprintf(tmpstring, "%s", resultname);
529 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
530
531 sprintf(tmpstring, "%s", resultname);
532 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
533
534 /* If we are coming from another template map, use reletive paths unless
535 * indicated otherwise.
536 */
537 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
538 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
539 } else {
540 new_map_name = create_template_pathname(resultname);
541 }
542
543 /* Attempt to load the map, if unable to, then
544 * create the map from the template.
545 */
546 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
547 if (!new_map) {
548 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
549 if (new_map) fix_auto_apply(new_map);
550 }
551
552 if (new_map) {
553 /* set the path of the map to where it should be
554 * so we don't just save over the source map.
555 */
556 strcpy(new_map->path, new_map_name);
557 new_map->templatemap = 1;
558 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
559 } else {
560 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
561 /* Should only occur when an invalid source map is set.
562 */
563 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
564 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
565 }
566}
567
568
569/* The player is trying to enter a randomly generated template map. In this
570 * case, generate the map as needed.
571 */
572
573static void enter_random_template_map(object *pl, object *exit_ob)
574{
575 mapstruct *new_map;
576 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
577 const char *new_map_name;
578 RMParms rp;
579
580 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
581 * of the exit, and the name of the map the exit is on, respectively.
582 */
583 sprintf(tmpnum ,"%d", exit_ob->x);
584 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
585
586 sprintf(tmpnum ,"%d", exit_ob->y);
587 sprintf(tmpstring, "%s", resultname);
588 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
589
590 sprintf(tmpstring, "%s", resultname);
591 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
592
593 /* If we are coming from another template map, use reletive paths unless
594 * indicated otherwise.
595 */
596 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
597 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
598 } else {
599 new_map_name = create_template_pathname(resultname);
600 }
601
602 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
603 if (!new_map) {
604 memset(&rp, 0, sizeof(RMParms));
605 rp.Xsize=-1;
606 rp.Ysize=-1;
607 rp.region=get_region_by_map(exit_ob->map);
608 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
609 rp.origin_x = exit_ob->x;
610 rp.origin_y = exit_ob->y;
611 strcpy(rp.origin_map, pl->map->path);
612
613 /* now to generate the actual map. */
614 new_map=generate_random_map(new_map_name,&rp);
615 }
616
617
618 /* Update the exit_ob so it now points directly at the newly created
619 * random maps. Not that it is likely to happen, but it does mean that a
620 * exit in a unique map leading to a random map will not work properly.
621 * It also means that if the created random map gets reset before
622 * the exit leading to it, that the exit will no longer work.
623 */
624 if(new_map) {
625 int x, y;
626 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
627 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
628 new_map->templatemap = 1;
629 enter_map(pl, new_map, x, y);
630 }
631}
632
633
634/* Code to enter/detect a character entering a unique map.
635 */
636static void enter_unique_map(object *op, object *exit_ob)
637{
638 char apartment[HUGE_BUF];
639 mapstruct *newmap;
640
641 if (EXIT_PATH(exit_ob)[0]=='/') {
642 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
643 settings.playerdir, &op->name, clean_path(EXIT_PATH(exit_ob)));
644 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
645 if (!newmap) {
646 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
647 if (newmap) fix_auto_apply(newmap);
648 }
649 } else { /* relative directory */
650 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
651
652 if (exit_ob->map->unique) {
653
654 strcpy(reldir, unclean_path(exit_ob->map->path));
655
656 /* Need to copy this over, as clean_path only has one static return buffer */
657 strcpy(tmpc, clean_path(reldir));
658 /* Remove final component, if any */
659 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
660
661 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
662 settings.playerdir, &op->name, tmpc,
663 clean_path(EXIT_PATH(exit_ob)));
664
665 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
666 if (!newmap) {
667 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
668 if (newmap) fix_auto_apply(newmap);
669 }
670 }
671 else {
672 /* The exit is unique, but the map we are coming from is not unique. So
673 * use the basic logic - don't need to demangle the path name
674 */
675 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
676 settings.playerdir, &op->name,
677 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
678 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
679 if (!newmap) {
680 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
681 if (newmap) fix_auto_apply(newmap);
682 }
683 }
684 }
685
686 if (newmap) {
687 strcpy(newmap->path, apartment);
688 newmap->unique = 1;
689 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
690 } else {
691 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
692 /* Perhaps not critical, but I would think that the unique maps
693 * should be new enough this does not happen. This also creates
694 * a strange situation where some players could perhaps have visited
695 * such a map before it was removed, so they have the private
696 * map, but other players can't get it anymore.
697 */
698 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
699 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
700 }
701
702}
703
704
705/* Tries to move 'op' to exit_ob. op is the character or monster that is
706 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
707 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
708 * move the object to. This is used when loading the player.
709 *
710 * Largely redone by MSW 2001-01-21 - this function was overly complex
711 * and had some obscure bugs.
712 */
713
714void enter_exit(object *op, object *exit_ob) {
715 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
716 object *tmp;
717 /* It may be nice to support other creatures moving across
718 * exits, but right now a lot of the code looks at op->contr,
719 * so thta is an RFE.
720 */
721 if (op->type != PLAYER) return;
722
723 /* First, lets figure out what map the player is going to go to */
724 if (exit_ob){
725
726 /* check to see if we make a template map */
727 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
728 if (EXIT_PATH(exit_ob)[2]=='!') {
729 /* generate a template map randomly */
730 enter_random_template_map(op, exit_ob);
731 } else {
732 /* generate a template map from a fixed template */
733 enter_fixed_template_map(op, exit_ob);
734 }
735 }
736 /* check to see if we make a randomly generated map */
737 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
738 enter_random_map(op, exit_ob);
739 }
740 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
741 enter_unique_map(op, exit_ob);
742 } else {
743 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
744 /* 'Normal' exits that do not do anything special
745 * Simple enough we don't need another routine for it.
746 */
747 mapstruct *newmap;
748 if (exit_ob->map) {
749 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
750 /* Random map was previously generated, but is no longer about. Lets generate a new
751 * map.
752 */
753 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
754 /* Maps that go down have a message set. However, maps that go
755 * up, don't. If the going home has reset, there isn't much
756 * point generating a random map, because it won't match the maps.
757 */
758 if (exit_ob->msg) {
759 enter_random_map(op, exit_ob);
760 } else {
761 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
762 return;
763 }
764
765 /* For exits that cause damages (like pits). Don't know if any
766 * random maps use this or not.
767 */
768 if(exit_ob->stats.dam && op->type==PLAYER)
769 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
770 return;
771 }
772 } else {
773 /* For word of recall and other force objects
774 * They contain the full pathname of the map to go back to,
775 * so we don't need to normalize it.
776 * But we do need to see if it is unique or not
777 */
778 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
779 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
780 else
781 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
782 }
783 if (!newmap)
784 {
785 if (exit_ob->name)
786 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
787 /* don't cry to momma if name is not set - as in tmp objects
788 * used by the savebed code and character creation */
789 return;
790 }
791
792 /* This supports the old behaviour, but it really should not be used.
793 * I will note for example that with this method, it is impossible to
794 * set 0,0 destination coordinates. Really, if we want to support
795 * using the new maps default coordinates, the exit ob should use
796 * something like -1, -1 so it is clear to do that.
797 */
798 if (x==0 && y==0) {
799 x=MAP_ENTER_X(newmap);
800 y=MAP_ENTER_Y(newmap);
801 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
802 &exit_ob->name, exit_ob->x, exit_ob->y,
803 exit_ob->map ? exit_ob->map->path : "<nil>");
804 }
805
806 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
807 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
808 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
809 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
810 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
811 }
812 if(tmp) {
813 remove_ob(tmp);
814 free_object(tmp);
815 }
816
817 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
818 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
819 save_player(op, 1);
820 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
821 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
822 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
823 }
824
825 enter_map(op, newmap, x, y);
826 }
827 /* For exits that cause damages (like pits) */
828 if(exit_ob->stats.dam && op->type==PLAYER)
829 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
830 } else {
831 int flags = 0;
832 mapstruct *newmap;
833
834
835 /* Hypothetically, I guess its possible that a standard map matches
836 * the localdir, but that seems pretty unlikely - unlikely enough that
837 * I'm not going to attempt to try to deal with that possibility.
838 * We use the fact that when a player saves on a unique map, it prepends
839 * the localdir to that name. So its an easy way to see of the map is
840 * unique or not.
841 */
842 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
843 flags = MAP_PLAYER_UNIQUE;
844
845 /* newmap returns the map (if already loaded), or loads it for
846 * us.
847 */
848 newmap = ready_map_name(op->contr->maplevel, flags);
849 if (!newmap)
850 {
851 LOG(llevError,
852 "enter_exit: Pathname to map does not exist! (%s)\n",
853 op->contr->maplevel);
854 newmap = ready_map_name(settings.emergency_mapname, 0);
855 op->x = settings.emergency_x;
856 op->y = settings.emergency_y;
857 /* If we can't load the emergency map, something is probably really
858 * screwed up, so bail out now.
859 */
860 if (!newmap) {
861 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
862 abort();
863 }
864 }
865 enter_map(op, newmap, op->x, op->y);
866 }
867}
868
869/*
870 * process_active_maps(): Works like process_events(), but it only
871 * processes maps which a player is on.
872 *
873 */
874
875#if 0 // dead code, schmorp
876void process_active_maps ()
877{
878 for (mapstruct *map = first_map; map != NULL; map = map->next)
879 if (map->in_memory == MAP_IN_MEMORY)
880 if (players_on_map (map, TRUE))
881 process_events (map);
882}
883#endif
884 291
885/* process_players1 and process_players2 do all the player related stuff. 292/* process_players1 and process_players2 do all the player related stuff.
886 * I moved it out of process events and process_map. This was to some 293 * I moved it out of process events and process_map. This was to some
887 * extent for debugging as well as to get a better idea of the time used 294 * extent for debugging as well as to get a better idea of the time used
888 * by the various functions. process_players1() does the processing before 295 * by the various functions. process_players1() does the processing before
889 * objects have been updated, process_players2() does the processing that 296 * objects have been updated, process_players2() does the processing that
890 * is needed after the players have been updated. 297 * is needed after the players have been updated.
891 */ 298 */
892 299static void
893void process_players1(mapstruct *map) 300process_players1 ()
894{ 301{
895 int flag; 302 int flag;
896 player *pl,*plnext;
897 303
898 /* Basically, we keep looping until all the players have done their actions. */ 304 /* Basically, we keep looping until all the players have done their actions. */
899 for(flag=1;flag!=0;) { 305 for (flag = 1; flag != 0;)
306 {
900 flag=0; 307 flag = 0;
901 for(pl=first_player;pl!=NULL;pl=plnext) { 308 for_all_players (pl)
902 plnext=pl->next; /* In case a player exits the game in handle_player() */ 309 {
310 pl->refcnt_chk ();
903 311
904 if (pl->ob == NULL) continue; 312 if (!pl->ob || !pl->ns)
313 continue;
905 314
906 if (map!=NULL && pl->ob->map!=map) continue;
907
908 if(pl->ob->speed_left>0) { 315 if (pl->ob->speed_left > 0)
909 if (handle_newcs_player(pl->ob)) 316 if (handle_newcs_player (pl->ob))
910 flag=1; 317 flag = 1;
911 } /* end if player has speed left */
912 318
913 /* If the player is not actively playing, don't make a 319 /* If the player is not actively playing, don't make a
914 * backup save - nothing to save anyway. Plus, the 320 * backup save - nothing to save anyway. Plus, the
915 * map may not longer be valid. This can happen when the 321 * map may not longer be valid. This can happen when the
916 * player quits - they exist for purposes of tracking on the map, 322 * player quits - they exist for purposes of tracking on the map,
917 * but don't actually reside on any actual map. 323 * but don't actually reside on any actual map.
918 */ 324 */
919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 325 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
326 continue;
920 327
921#ifdef AUTOSAVE 328#ifdef AUTOSAVE
922 /* check for ST_PLAYING state so that we don't try to save off when 329 /* check for ST_PLAYING state so that we don't try to save off when
923 * the player is logging in. 330 * the player is logging in.
924 */ 331 */
925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 332 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
926 /* Don't save the player on unholy ground. Instead, increase the
927 * tick time so it will be about 10 seconds before we try and save
928 * again.
929 */ 333 {
930// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 334 pl->ob->contr->save ();
931// pl->last_save_tick += 100;
932// } else {
933 save_player(pl->ob,1);
934 pl->last_save_tick = pticks; 335 pl->last_save_tick = pticks;
935// }
936 } 336 }
937#endif 337#endif
938 } /* end of for loop for all the players */ 338 } /* end of for loop for all the players */
939 } /* for flag */ 339 } /* for flag */
940 for(pl=first_player;pl!=NULL;pl=pl->next) { 340
941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 341 for_all_players (pl)
342 {
343 if (!pl->ob || !pl->ns)
942 continue; 344 continue;
345
943 if (settings.casting_time == TRUE) { 346 if (settings.casting_time)
347 {
944 if (pl->ob->casting_time > 0){ 348 if (pl->ob->casting_time > 0)
349 {
945 pl->ob->casting_time--; 350 pl->ob->casting_time--;
946 pl->ob->start_holding = 1; 351 pl->ob->start_holding = 1;
947 } 352 }
353
948 /* set spell_state so we can update the range in stats field */ 354 /* set spell_state so we can update the range in stats field */
949 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 355 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
950 pl->ob->start_holding = 0; 356 pl->ob->start_holding = 0;
951 } 357 }
952 } 358
953 do_some_living(pl->ob); 359 do_some_living (pl->ob);
954/* draw(pl->ob);*/ /* updated in socket code */
955 } 360 }
956} 361}
957 362
958void process_players2(mapstruct *map) 363static void
364process_players2 ()
959{ 365{
960 player *pl;
961
962 /* Then check if any players should use weapon-speed instead of speed */ 366 /* Then check if any players should use weapon-speed instead of speed */
963 for(pl=first_player;pl!=NULL;pl=pl->next) { 367 for_all_players (pl)
964 if (map!=NULL) { 368 {
965 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
966 continue;
967 else if(pl->loading != NULL) /* Player is blocked */
968 pl->ob->speed_left -= pl->ob->speed;
969 if (pl->ob->map!=map) continue;
970 }
971
972 /* The code that did weapon_sp handling here was out of place - 369 /* The code that did weapon_sp handling here was out of place -
973 * this isn't called until after the player has finished there 370 * this isn't called until after the player has finished there
974 * actions, and is thus out of place. All we do here is bounds 371 * actions, and is thus out of place. All we do here is bounds
975 * checking. 372 * checking.
976 */ 373 */
977 if (pl->has_hit) { 374 if (pl->has_hit)
978 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp; 375 {
376 if (pl->ob->speed_left > pl->weapon_sp)
377 pl->ob->speed_left = pl->weapon_sp;
979 378
980 /* This needs to be here - if the player is running, we need to 379 /* This needs to be here - if the player is running, we need to
981 * clear this each tick, but new commands are not being received 380 * clear this each tick, but new commands are not being received
982 * so execute_newserver_command() is never called 381 * so execute_newserver_command() is never called
983 */ 382 */
984 pl->has_hit=0; 383 pl->has_hit = 0;
985 384 }
986 } else if (pl->ob->speed_left>pl->ob->speed) 385 else if (pl->ob->speed_left > pl->ob->speed)
987 pl->ob->speed_left = pl->ob->speed; 386 pl->ob->speed_left = pl->ob->speed;
988 } 387 }
989} 388}
990 389
991#define SPEED_DEBUG 390void
992 391process_events ()
993
994void process_events (mapstruct *map)
995{ 392{
996 object *op; 393 object *op;
997 object marker;
998 tag_t tag;
999 394
395 static object_ptr marker_;
396
397 if (!marker_)
398 marker_ = object::create ();
399
400 object *marker = marker_;
401
1000 process_players1 (map); 402 process_players1 ();
1001 403
1002 memset(&marker, 0, sizeof(object));
1003 /* Put marker object at beginning of active list */
1004 marker.active_next = active_objects; 404 marker->active_next = active_objects;
1005 405
1006 if (marker.active_next) 406 if (marker->active_next)
1007 marker.active_next->active_prev = &marker; 407 marker->active_next->active_prev = marker;
408
1008 marker.active_prev = NULL; 409 marker->active_prev = 0;
1009 active_objects = &marker; 410 active_objects = marker;
1010 411
1011 while (marker.active_next) { 412 while (marker->active_next)
413 {
1012 op = marker.active_next; 414 op = marker->active_next;
1013 tag = op->count;
1014 415
1015 /* Move marker forward - swap op and marker */ 416 /* Move marker forward - swap op and marker */
1016 op->active_prev = marker.active_prev; 417 op->active_prev = marker->active_prev;
1017 418
1018 if (op->active_prev) 419 if (op->active_prev)
1019 op->active_prev->active_next = op; 420 op->active_prev->active_next = op;
1020 else 421 else
1021 active_objects = op; 422 active_objects = op;
1022 423
1023 marker.active_next = op->active_next; 424 marker->active_next = op->active_next;
1024 425
1025 if (marker.active_next) 426 if (marker->active_next)
1026 marker.active_next->active_prev = &marker; 427 marker->active_next->active_prev = marker;
428
1027 marker.active_prev = op; 429 marker->active_prev = op;
1028 op->active_next = &marker; 430 op->active_next = marker;
1029 431
1030 /* Now process op */ 432 /* Now process op */
1031 if (QUERY_FLAG (op, FLAG_FREED)) { 433 if (QUERY_FLAG (op, FLAG_FREED))
434 {
1032 LOG (llevError, "BUG: process_events(): Free object on list\n"); 435 LOG (llevError, "BUG: process_events(): Free object on list\n");
1033 op->speed = 0; 436 op->set_speed (0);
1034 update_ob_speed (op);
1035 continue; 437 continue;
1036 } 438 }
1037 439
1038 /* I've seen occasional crashes due to this - the object is removed, 440 /* I've seen occasional crashes due to this - the object is removed,
1039 * and thus the map it points to (last map it was on) may be bogus 441 * and thus the map it points to (last map it was on) may be bogus
1040 * The real bug is to try to find out the cause of this - someone 442 * The real bug is to try to find out the cause of this - someone
1041 * is probably calling remove_ob without either an insert_ob or 443 * is probably calling remove_ob without either an insert_ob or
1042 * free_object afterwards, leaving an object dangling. But I'd 444 * free_object afterwards, leaving an object dangling. But I'd
1043 * rather log this and continue on instead of crashing. 445 * rather log this and continue on instead of crashing.
1044 * Don't remove players - when a player quits, the object is in 446 * Don't remove players - when a player quits, the object is in
1045 * sort of a limbo, of removed, but something we want to keep 447 * sort of a limbo, of removed, but something we want to keep
1046 * around. 448 * around.
1047 */ 449 */
1048 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && 450 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1049 op->map && op->map->in_memory != MAP_IN_MEMORY) { 451 {
1050 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 452 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1051 dump_object(op); 453 char *dump = dump_object (op);
1052 LOG(llevError, errmsg); 454 LOG (llevError, dump);
1053 free_object(op); 455 free (dump);
456 op->destroy ();
1054 continue; 457 continue;
458 }
459
460 if (!op->speed)
1055 } 461 {
1056
1057 if ( ! op->speed) {
1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 462 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1059 "but is on active list\n", &op->arch->name); 463 "but is on active list\n", &op->arch->name);
1060 update_ob_speed (op); 464 op->set_speed (0);
1061 continue; 465 continue;
466 }
467
468 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1062 } 469 {
1063
1064 if (op->map == NULL && op->env == NULL && op->name &&
1065 op->type != MAP && map == NULL) {
1066 LOG (llevError, "BUG: process_events(): Object without map or " 470 LOG (llevError, "BUG: process_events(): Object without map or "
1067 "inventory is on active list: %s (%d)\n", 471 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1068 &op->name, op->count);
1069 op->speed = 0; 472 op->set_speed (0);
1070 update_ob_speed (op);
1071 continue; 473 continue;
1072 } 474 }
1073 475
1074 if (map != NULL && op->map != map)
1075 continue;
1076
1077 /* Animate the object. Bug of feature that andim_speed 476 /* Animate the object. Bug or feature that anim_speed
1078 * is based on ticks, and not the creatures speed? 477 * is based on ticks, and not the creatures speed?
1079 */ 478 */
1080 if (op->anim_speed && op->last_anim >= op->anim_speed) 479 if (op->anim_speed && op->last_anim >= op->anim_speed)
1081 { 480 {
1082 if ((op->type==PLAYER)||(op->type==MONSTER)) 481 if ((op->type == PLAYER))
1083 animate_object(op, op->facing); 482 animate_object (op, op->facing);
1084 else 483 else
1085 animate_object (op, op->direction); 484 animate_object (op, op->direction);
1086 485
1087 op->last_anim = 1; 486 op->last_anim = 1;
1088 } 487 }
1089 else 488 else
1090 op->last_anim++; 489 op->last_anim++;
1091 490
1092 if (op->speed_left > 0) { 491 if (op->speed_left > 0)
492 {
1093#if 0 493#if 0
1094 /* I've seen occasional crashes in move_symptom() with it 494 /* I've seen occasional crashes in move_symptom() with it
1095 * crashing because op is removed - add some debugging to 495 * crashing because op is removed - add some debugging to
1096 * track if it is removed at this point. 496 * track if it is removed at this point.
1097 * This unfortunately is a bit too verbose it seems - not sure 497 * This unfortunately is a bit too verbose it seems - not sure
1098 * why - I think what happens is a map is freed or something and 498 * why - I think what happens is a map is freed or something and
1099 * some objects get 'lost' - removed never to be reclaimed. 499 * some objects get 'lost' - removed never to be reclaimed.
1100 * removed objects generally shouldn't exist. 500 * removed objects generally shouldn't exist.
1101 */ 501 */
1102 if (QUERY_FLAG(op, FLAG_REMOVED)) { 502 if (QUERY_FLAG (op, FLAG_REMOVED))
503 {
1103 LOG(llevDebug,"process_events: calling process_object with removed object %s\n", 504 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1104 op->name?op->name:"null");
1105 } 505 }
1106#endif 506#endif
1107 --op->speed_left; 507 --op->speed_left;
1108 process_object (op); 508 process_object (op);
509
1109 if (was_destroyed (op, tag)) 510 if (op->destroyed ())
1110 continue; 511 continue;
1111 } 512 }
513
1112 if (settings.casting_time == TRUE && op->casting_time > 0) 514 if (settings.casting_time == TRUE && op->casting_time > 0)
1113 op->casting_time--; 515 op->casting_time--;
516
1114 if (op->speed_left <= 0) 517 if (op->speed_left <= 0)
1115 op->speed_left += FABS (op->speed); 518 op->speed_left += FABS (op->speed);
1116 } 519 }
1117 520
1118 /* Remove marker object from active list */ 521 /* Remove marker object from active list */
1119 if (marker.active_prev != NULL) 522 if (marker->active_prev != NULL)
1120 marker.active_prev->active_next = NULL; 523 marker->active_prev->active_next = NULL;
1121 else 524 else
1122 active_objects = NULL; 525 active_objects = NULL;
1123 526
1124 process_players2 (map); 527 process_players2 ();
1125}
1126
1127void clean_tmp_files(void) {
1128 mapstruct *m, *next;
1129
1130 LOG(llevInfo,"Cleaning up...\n");
1131
1132 /* We save the maps - it may not be intuitive why, but if there are unique
1133 * items, we need to save the map so they get saved off. Perhaps we should
1134 * just make a special function that only saves the unique items.
1135 */
1136 for(m=first_map;m!=NULL;m=next) {
1137 next=m->next;
1138 if (m->in_memory == MAP_IN_MEMORY) {
1139 /* If we want to reuse the temp maps, swap it out (note that will also
1140 * update the log file. Otherwise, save the map (mostly for unique item
1141 * stuff). Note that the clean_tmp_map is called after the end of
1142 * the for loop but is in the #else bracket. IF we are recycling the maps,
1143 * we certainly don't want the temp maps removed.
1144 */
1145
1146 /* XXX The above comment is dead wrong */
1147 if (settings.recycle_tmp_maps == TRUE)
1148 swap_map(m);
1149 else {
1150 new_save_map(m, 0); /* note we save here into a overlay map */
1151 clean_tmp_map(m);
1152 }
1153 }
1154 }
1155 write_todclock(); /* lets just write the clock here */
1156} 528}
1157 529
1158/* clean up everything before exiting */ 530/* clean up everything before exiting */
1159void cleanup(void) 531void
532emergency_save ()
1160{ 533{
1161 LOG(llevDebug,"Cleanup called. freeing data.\n"); 534 LOG (llevDebug, "emergency save begin.\n");
1162 clean_tmp_files(); 535
536 LOG (llevDebug, "saving players.\n");
537 for_all_players (pl)
538 pl->save (1);
539
540// for_all_players (pl)
541// if (pl->ob)
542// pl->ob->remove ();
543
544 LOG (llevDebug, "saving maps.\n");
545 maptile::emergency_save ();
546
547 LOG (llevDebug, "saving book archive.\n");
1163 write_book_archive(); 548 write_book_archive ();
1164#ifdef MEMORY_DEBUG 549
1165 free_all_maps(); 550 LOG (llevDebug, "emergency save done.\n");
1166 free_style_maps(); 551}
1167 free_all_object_data(); 552
1168 free_all_archs(); 553/* clean up everything before exiting */
1169 free_all_treasures(); 554void
1170 free_all_images(); 555cleanup (bool make_core)
1171 free_all_newserver(); 556{
1172 free_all_recipes(); 557 LOG (llevDebug, "cleanup begin.\n");
1173 free_all_readable(); 558
1174 free_all_god(); 559 in_cleanup = true;
1175 free_all_anim(); 560
1176 /* See what the string data that is out there that hasn't been freed. */ 561 if (init_done)
1177/* LOG(llevDebug, ss_dump_table(0xff));*/ 562 emergency_save ();
1178#endif 563
564 LOG (llevDebug, "running cleanup handlers.\n");
565 INVOKE_GLOBAL (CLEANUP);
566
567 LOG (llevDebug, "cleanup done.\n");
568
569 if (make_core)
570 abort ();
571 else
1179 exit(0); 572 _exit (0);
1180} 573}
1181 574
575void
1182void leave(player *pl, int draw_exit) { 576leave (player *pl, int draw_exit)
1183 if (pl != NULL) { 577{
1184 /* We do this so that the socket handling routine can do the final 578 if (pl)
1185 * cleanup. We also leave that loop to actually handle the freeing 579 {
1186 * of the data.
1187 */
1188 if (pl->ob->type != DEAD_OBJECT) 580 if (pl->ob->type != DEAD_OBJECT)
1189 { 581 {
1190 pl->socket.status = Ns_Dead;
1191
1192 /* If a hidden dm dropped connection do not create 582 /* If a hidden dm dropped connection do not create
1193 * inconsistencies by showing that they have left the game 583 * inconsistencies by showing that they have left the game
1194 */ 584 */
1195 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 585 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1196 && draw_exit 586 && draw_exit)
1197 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1198 { 587 {
1199 if (pl->ob->map) 588 if (pl->ob->map)
1200 { 589 {
1201 INVOKE_PLAYER (LOGOUT, pl); 590 INVOKE_PLAYER (LOGOUT, pl);
1202 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); 591 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1203 } 592 }
1204 593
1205 char buf[MAX_BUF]; 594 char buf[MAX_BUF];
595
1206 sprintf (buf, "%s left the game.", &pl->ob->name); 596 sprintf (buf, "%s left the game.", &pl->ob->name);
1207 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); 597 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1208 } 598 }
1209 599
1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 600 pl->ob->remove ();
1211 leave_map (pl->ob);
1212
1213 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 601 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1214 } 602 }
1215 }
1216}
1217 603
604 /* We do this so that the socket handling routine can do the final
605 * cleanup. We also leave that loop to actually handle the freeing
606 * of the data.
607 */
608 if (pl->ns)
609 pl->ns->destroy ();
610
611 }
612}
613
614int
1218int forbid_play(void) 615forbid_play (void)
1219{ 616{
1220#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) 617#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1221 char buf[MAX_BUF], day[MAX_BUF]; 618 char buf[MAX_BUF], day[MAX_BUF];
1222 FILE *fp; 619 FILE *fp;
1223 time_t clock; 620 time_t clock;
1224 struct tm *tm; 621 struct tm *tm;
1225 int i, start, stop, forbit=0, comp; 622 int i, start, stop, forbit = 0, comp;
1226 623
1227 clock = time (NULL); 624 clock = time (NULL);
1228 tm = (struct tm *) localtime (&clock); 625 tm = (struct tm *) localtime (&clock);
1229 626
1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 627 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 628 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1232 return 0; 629 return 0;
1233 630
1234 while (fgets (buf, MAX_BUF, fp)) { 631 while (fgets (buf, MAX_BUF, fp))
632 {
1235 if (buf[0]=='#') continue; 633 if (buf[0] == '#')
634 continue;
1236 if (!strncmp (buf, "msg", 3)) { 635 if (!strncmp (buf, "msg", 3))
636 {
1237 if (forbit) 637 if (forbit)
1238 while (fgets (buf, MAX_BUF, fp)) /* print message */ 638 while (fgets (buf, MAX_BUF, fp)) /* print message */
1239 fputs (buf, logfile); 639 fputs (buf, logfile);
1240 break; 640 break;
1241 641
642 }
1242 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) { 643 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
644 {
1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 645 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1244 continue; 646 continue;
647 }
648
649 for (i = 0; i < 7; i++)
1245 } 650 {
1246 651 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1247 for (i=0; i< 7; i++) {
1248 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1249 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1250 forbit = 1; 652 forbit = 1;
1251 } 653 }
1252 } 654 }
1253 655
1254 close_and_delete(fp, comp); 656 close_and_delete (fp, comp);
1255 657
1256 return forbit; 658 return forbit;
1257#else 659#else
1258 return 0; 660 return 0;
1259#endif 661#endif
1260} 662}
1261 663
1262/* 664/*
1263 * do_specials() is a collection of functions to call from time to time. 665 * do_specials() is a collection of functions to call from time to time.
1273 * doing the various things. 675 * doing the various things.
1274 */ 676 */
1275 677
1276extern unsigned long todtick; 678extern unsigned long todtick;
1277 679
680void
1278void do_specials(void) { 681do_specials (void)
1279 682{
1280#ifdef WATCHDOG
1281 if (!(pticks % 503))
1282 watchdog();
1283#endif
1284
1285 if (!(pticks % PTICKS_PER_CLOCK)) 683 if (!(pticks % PTICKS_PER_CLOCK))
1286 tick_the_clock(); 684 tick_the_clock ();
1287 685
1288 if (!(pticks % 79)) 686 if (!(pticks % 7))
1289 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 687 shstr::gc ();
1290 688
1291 if (!(pticks % 2503)) 689 if (!(pticks % 2503))
1292 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 690 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1293 691
1294 if (!(pticks % 2521))
1295 metaserver_update(); /* 2500 ticks is about 5 minutes */
1296
1297 if (!(pticks % 5003)) 692 if (!(pticks % 5003))
1298 write_book_archive(); 693 write_book_archive ();
1299 694
1300 if (!(pticks % 5009)) 695 if (!(pticks % 5009))
1301 clean_friendly_list(); 696 clean_friendly_list ();
1302 697
1303 if (!(pticks % 5011)) 698 if (!(pticks % 5011))
1304 obsolete_parties(); 699 obsolete_parties ();
1305 700
1306 if (!(pticks % 12503)) 701 if (!(pticks % 12503))
1307 fix_luck(); 702 fix_luck ();
1308} 703}
1309 704
705void
1310void server_tick () 706server_tick ()
1311{ 707{
1312 nroferrors = 0; 708 // first do the user visible stuff
1313
1314 doeric_server(); 709 doeric_server ();
1315 INVOKE_GLOBAL (CLOCK); 710 INVOKE_GLOBAL (CLOCK);
1316 process_events(NULL); /* "do" something with objects with speed */ 711 process_events (); /* "do" something with objects with speed */
1317 flush_sockets(); 712 flush_sockets ();
1318 check_active_maps(); /* Removes unused maps after a certain timeout */ 713
714 // then do some bookkeeping, should not really be here
1319 do_specials(); /* Routines called from time to time. */ 715 do_specials (); /* Routines called from time to time. */
716 attachable::check_mortals ();
1320 717
1321 ++pticks; 718 ++pticks;
1322} 719}
1323 720
721int
1324int main(int argc, char **argv) 722main (int argc, char **argv)
1325{ 723{
1326 undead_name = "undead"; // what weird misoptimisation is this again?
1327
1328 settings.argc = argc; 724 settings.argc = argc;
1329 settings.argv = argv; 725 settings.argv = argv;
1330 726
1331 cfperl_init ();
1332
1333 init (argc, argv); 727 init (argc, argv);
1334 728
1335 cfperl_boot ();
1336 initPlugins (); 729 initPlugins ();
1337 730
1338 for (;;) 731 for (;;)
1339 cfperl_main (); 732 cfperl_main ();
1340 733
1341 // unreached 734 // unreached
1342 emergency_save (0);
1343 cleanup (); 735 cleanup ();
1344 736
1345 return 0; 737 return 0;
1346} 738}

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