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Comparing deliantra/server/server/main.C (file contents):
Revision 1.26 by root, Wed Sep 13 01:09:24 2006 UTC vs.
Revision 1.80 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
16 17
17 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23*/
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <tod.h> 27#include <tod.h>
31# ifdef HAVE_CRYPT_H 32# ifdef HAVE_CRYPT_H
32# include <crypt.h> 33# include <crypt.h>
33# endif 34# endif
34#endif 35#endif
35 36
36#ifndef __CEXTRACT__
37# include <sproto.h> 37#include <sproto.h>
38#endif
39
40#ifdef HAVE_TIME_H
41# include <time.h> 38#include <time.h>
42#endif
43 39
44#include <../random_maps/random_map.h> 40#include <../random_maps/random_map.h>
45#include <../random_maps/rproto.h> 41#include <../random_maps/rproto.h>
46#include "path.h" 42#include "path.h"
47 43
50}; 46};
51 47
52void 48void
53version (object *op) 49version (object *op)
54{ 50{
55 if (op != NULL) 51 if (op)
56 clear_win_info (op); 52 clear_win_info (op);
57 53
58 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION); 54 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION);
59 55
60/* If in a socket, don't print out the list of authors. It confuses the
61 * crossclient program.
62 */
63 if (op == NULL)
64 return;
65 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); 56 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
57 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
58 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
59 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
66 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)"); 60 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
67 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)"); 61 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
68 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 62 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
69 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 63 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
70 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)"); 64 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
71 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
72 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
73 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
74 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jørgensen <jorgens@flipper.pvv.unit.no>");
75 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
76 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
77 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
78 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
79 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
80 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
81 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
82 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
83 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
84 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
85 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
86 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
87 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
88 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
89 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
90 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
91 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
92 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
93 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
94 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
95 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
96 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
97 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)"); 91 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
98 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)"); 92 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
99 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)"); 93 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
100 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)"); 94 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
101 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
102 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
103 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 97 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
104 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]"); 98 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
105 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
100
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); 103 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); 104 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); 105 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
111 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); 106 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg <maxmc@telia.com>");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113}
114
115void
116info_keys (object *op)
117{
118 clear_win_info (op);
119 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
120 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
121 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
122 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
123 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
124 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
125 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
126 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
127 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
128 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
129 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
130 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
131 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
132 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
133 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
134 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
135 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
136}
137
138void
139start_info (object *op)
140{
141 char buf[MAX_BUF];
142
143 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
144 new_draw_info (NDI_UNIQUE, 0, op, buf);
145 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
146 new_draw_info (NDI_UNIQUE, 0, op, " ");
147 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
148 if (!op->contr->name_changed)
149 {
150 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
151 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
152 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
153 }
154}
155
156/* Really, there is no reason to crypt the passwords any system. But easier
157 * to just leave this enabled for backward compatibility. Put the
158 * simple case at top - no encryption - makes it easier to read.
159 */
160char *
161crypt_string (char *str, char *salt)
162{
163#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
164 return (str);
165#else
166 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
167 char s[2];
168
169 if (salt == NULL)
170 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
171 else
172 s[0] = salt[0], s[1] = salt[1];
173
174# ifdef HAVE_LIBDES
175 return (char *) des_crypt (str, s);
176# endif
177 /* Default case - just use crypt */
178 return (char *) crypt (str, s);
179#endif
180}
181
182int
183check_password (char *typed, char *crypted)
184{
185 return !strcmp (crypt_string (typed, crypted), crypted);
186} 108}
187 109
188/* This is a basic little function to put the player back to his 110/* This is a basic little function to put the player back to his
189 * savebed. We do some error checking - its possible that the 111 * savebed. We do some error checking - its possible that the
190 * savebed map may no longer exist, so we make sure the player 112 * savebed map may no longer exist, so we make sure the player
191 * goes someplace. 113 * goes someplace.
192 */ 114 */
193void 115void
194enter_player_savebed (object *op) 116enter_player_savebed (object *op)
195{ 117{
196 mapstruct *oldmap = op->map; 118 object *tmp = object::create ();
197 object *tmp;
198
199 tmp = get_object ();
200
201 EXIT_PATH (tmp) = op->contr->savebed_map; 119 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x; 120 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y; 121 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp); 122 op->enter_exit (tmp);
205 /* If the player has not changed maps and the name does not match 123 tmp->destroy ();
206 * that of the savebed, his savebed map is gone. Lets go back
207 * to the emergency path. Update what the players savebed is
208 * while we're at it.
209 */
210 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
211 {
212 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
213 settings.emergency_mapname, &op->name, op->contr->savebed_map);
214 strcpy (op->contr->savebed_map, settings.emergency_mapname);
215 op->contr->bed_x = settings.emergency_x;
216 op->contr->bed_y = settings.emergency_y;
217 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp);
221 }
222 free_object (tmp);
223}
224
225/* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed.
227 */
228void
229leave_map (object *op)
230{
231 mapstruct *oldmap = op->map;
232
233 remove_ob (op);
234
235 if (oldmap)
236 {
237 if (!op->contr->hidden)
238 oldmap->players--;
239 if (oldmap->players <= 0)
240 { /* can be less than zero due to errors in tracking this */
241 set_map_timeout (oldmap);
242 }
243 }
244} 124}
245 125
246/* 126/*
247 * enter_map(): Moves the player and pets from current map (if any) to 127 * enter_map(): Moves the player and pets from current map (if any) to
248 * new map. map, x, y must be set. map is the map we are moving the 128 * new map. map, x, y must be set. map is the map we are moving the
249 * player to - it could be the map he just came from if the load failed for 129 * player to - it could be the map he just came from if the load failed for
250 * whatever reason. If default map coordinates are to be used, then 130 * whatever reason. If default map coordinates are to be used, then
251 * the function that calls this should figure them out. 131 * the function that calls this should figure them out.
252 */ 132 */
253static void 133void
254enter_map (object *op, mapstruct *newmap, int x, int y) 134object::enter_map (maptile *newmap, int x, int y)
255{ 135{
256 mapstruct *oldmap = op->map; 136 if (destroyed () || !newmap || newmap->in_memory != MAP_IN_MEMORY)
137 return;
257 138
258 if (out_of_map (newmap, x, y)) 139 if (out_of_map (newmap, x, y))
259 { 140 {
260 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 141 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
261 x = MAP_ENTER_X (newmap); 142 x = newmap->enter_x;
262 y = MAP_ENTER_Y (newmap); 143 y = newmap->enter_y;
263 if (out_of_map (newmap, x, y)) 144 if (out_of_map (newmap, x, y))
264 { 145 {
265 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 146 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
266 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 147 &newmap->path, x, y, newmap->width, newmap->height);
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 148 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
268 return; 149 return;
269 } 150 }
270 } 151 }
152
153 if (contr && map != newmap && map)
154 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
155 return;
156
157 /* If it is a player login, he has yet to be inserted anyplace.
158 * otherwise, we need to deal with removing the player here.
159 */
160 remove ();
161
271 /* try to find a spot for the player */ 162 /* try to find a spot for the player */
272 if (ob_blocked (op, newmap, x, y)) 163 if (ob_blocked (this, newmap, x, y))
273 { /* First choice blocked */ 164 { /* First choice blocked */
274 /* We try to find a spot for the player, starting closest in. 165 /* We try to find a spot for the player, starting closest in.
275 * We could use find_first_free_spot, but that doesn't randomize it at all, 166 * We could use find_first_free_spot, but that doesn't randomize it at all,
276 * So for example, if the north space is free, you would always end up there even 167 * So for example, if the north space is free, you would always end up there even
277 * if other spaces around are available. 168 * if other spaces around are available.
278 * Note that for the second and third calls, we could start at a position other 169 * Note that for the second and third calls, we could start at a position other
279 * than one, but then we could end up on the other side of walls and so forth. 170 * than one, but then we could end up on the other side of walls and so forth.
280 */ 171 */
281 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); 172 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
282 173
283 if (i == -1) 174 if (i == -1)
284 { 175 {
285 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 176 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
286 if (i == -1) 177 if (i == -1)
287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 178 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
288 } 179 }
180
289 if (i != -1) 181 if (i != -1)
290 { 182 {
291 x += freearr_x[i]; 183 x += freearr_x[i];
292 y += freearr_y[i]; 184 y += freearr_y[i];
293 } 185 }
294 else 186 else
295 {
296 /* not much we can do in this case. */ 187 /* not much we can do in this case. */
297 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); 188 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);
298 }
299 } /* end if looking for free spot */
300
301 if (op->map != NULL)
302 { 189 }
303 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap)); 190
304 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 191 if (contr && map != newmap)
305 } 192 {
193 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
194 return;
306 195
307 /* If it is a player login, he has yet to be inserted anyplace. 196 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
308 * otherwise, we need to deal with removing the player here. 197 return;
309 */ 198 }
310 if (!QUERY_FLAG (op, FLAG_REMOVED))
311 remove_ob (op);
312 199
313 /* remove_ob clears these so they must be reset after the remove_ob call */
314 op->x = x; 200 this->x = x;
315 op->y = y; 201 this->y = y;
316 op->map = newmap; 202 map = newmap;
203
317 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 204 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
318 205
319 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
320
321 if (!op->contr->hidden)
322 newmap->players++;
323
324 newmap->timeout = 0;
325 op->enemy = NULL; 206 enemy = NULL;
326 207
327 if (op->contr) 208 if (contr)
328 { 209 {
329 strcpy (op->contr->maplevel, newmap->path); 210 contr->maplevel = newmap->path;
330 op->contr->count = 0; 211 contr->count = 0;
331 } 212 }
332 213
333 /* Update any golems */ 214 /* Update any golems */
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 215 if (type == PLAYER && contr->ranges[range_golem])
335 { 216 {
336 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 217 int i = find_free_spot (contr->ranges[range_golem], newmap,
337 x, y, 1, SIZEOFFREE); 218 x, y, 1, SIZEOFFREE);
338 219
339 remove_ob (op->contr->ranges[range_golem]); 220 contr->ranges[range_golem]->remove ();
221
340 if (i == -1) 222 if (i == -1)
341 { 223 {
342 remove_friendly_object (op->contr->ranges[range_golem]); 224 remove_friendly_object (contr->ranges[range_golem]);
343 free_object (op->contr->ranges[range_golem]); 225 contr->ranges[range_golem]->destroy ();
344 op->contr->ranges[range_golem] = NULL; 226 contr->ranges[range_golem] = 0;
345 op->contr->golem_count = 0;
346 } 227 }
347 else 228 else
348 { 229 {
349 object *tmp;
350
351 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 230 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
352 { 231 {
353 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 232 tmp->x = x + freearr_x[i] + (tmp->arch ? 0 : tmp->arch->clone.x);
354 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 233 tmp->y = y + freearr_y[i] + (tmp->arch ? 0 : tmp->arch->clone.y);
355 tmp->map = newmap; 234 tmp->map = newmap;
356 } 235 }
236
357 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 237 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
358 op->contr->ranges[range_golem]->direction = 238 contr->ranges[range_golem]->direction =
359 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y); 239 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
360 } 240 }
361 } 241 }
362 op->direction = 0;
363 242
364 /* since the players map is already loaded, we don't need to worry 243 /* since the players map is already loaded, we don't need to worry
365 * about pending objects. 244 * about pending objects.
366 */ 245 */
367 remove_all_pets (newmap); 246 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} 247}
384
385void
386set_map_timeout (mapstruct *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 {
396 oldmap->timeout = MAP_MINTIMEOUT;
397 }
398# endif
399 if (oldmap->timeout > MAP_MAXTIMEOUT)
400 {
401 oldmap->timeout = MAP_MAXTIMEOUT;
402 }
403#else
404 /* save out the map */
405 swap_map (oldmap);
406#endif /* MAP_MAXTIMEOUT */
407}
408
409
410/* clean_path takes a path and replaces all / with _
411 * We do a strcpy so that we do not change the original string.
412 */
413char *
414clean_path (const char *file)
415{
416 static char newpath[MAX_BUF], *cp;
417 assign (newpath, file);
418
419 for (cp = newpath; *cp != '\0'; cp++)
420 if (*cp == '/')
421 *cp = '_';
422
423 return newpath;
424}
425
426
427/* unclean_path takes a path and replaces all _ with /
428 * This basically undoes clean path.
429 * We do a strcpy so that we do not change the original string.
430 * We are smart enough to start after the last / in case we
431 * are getting passed a string that points to a unique map
432 * path.
433 */
434char *
435unclean_path (const char *src)
436{
437 static char newpath[MAX_BUF], *cp;
438
439 cp = strrchr (src, '/');
440 assign (newpath, cp ? cp + 1 : src);
441
442 for (cp = newpath; *cp != '\0'; cp++)
443 if (*cp == '_')
444 *cp = '/';
445
446 return newpath;
447}
448
449
450/* The player is trying to enter a randomly generated map. In this case, generate the
451 * random map as needed.
452 */
453
454static void
455enter_random_map (object *pl, object *exit_ob)
456{
457 mapstruct *new_map;
458 char newmap_name[HUGE_BUF], *cp;
459 static int reference_number = 0;
460 RMParms rp;
461
462 memset (&rp, 0, sizeof (RMParms));
463 rp.Xsize = -1;
464 rp.Ysize = -1;
465 rp.region = get_region_by_map (exit_ob->map);
466 if (exit_ob->msg)
467 set_random_map_variable (&rp, exit_ob->msg);
468 rp.origin_x = exit_ob->x;
469 rp.origin_y = exit_ob->y;
470 strcpy (rp.origin_map, pl->map->path);
471
472 /* If we have a final_map, use it as a base name to give some clue
473 * as where the player is. Otherwise, use the origin map.
474 * Take the last component (after the last slash) to give
475 * shorter names without bogus slashes.
476 */
477 if (rp.final_map[0])
478 {
479 cp = strrchr (rp.final_map, '/');
480 if (!cp)
481 cp = rp.final_map;
482 }
483 else
484 {
485 char buf[HUGE_BUF];
486
487 cp = strrchr (rp.origin_map, '/');
488 if (!cp)
489 cp = rp.origin_map;
490 /* Need to strip of any trailing digits, if it has them */
491 strcpy (buf, cp);
492 while (isdigit (buf[strlen (buf) - 1]))
493 buf[strlen (buf) - 1] = 0;
494 cp = buf;
495 }
496
497 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
498
499 /* now to generate the actual map. */
500 new_map = generate_random_map (newmap_name, &rp);
501
502 /* Update the exit_ob so it now points directly at the newly created
503 * random maps. Not that it is likely to happen, but it does mean that a
504 * exit in a unique map leading to a random map will not work properly.
505 * It also means that if the created random map gets reset before
506 * the exit leading to it, that the exit will no longer work.
507 */
508 if (new_map)
509 {
510 int x, y;
511
512 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
513 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
514 EXIT_PATH (exit_ob) = newmap_name;
515 strcpy (new_map->path, newmap_name);
516 enter_map (pl, new_map, x, y);
517 }
518}
519
520/* The player is trying to enter a non-randomly generated template map. In this
521 * case, use a map file for a template
522 */
523
524static void
525enter_fixed_template_map (object *pl, object *exit_ob)
526{
527 mapstruct *new_map;
528 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
529 const char *new_map_name;
530
531 /* Split the exit path string into two parts, one
532 * for where to store the map, and one for were
533 * to generate the map from.
534 */
535 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
536 sourcemap = strchr (exitpath, '!');
537 if (!sourcemap)
538 {
539 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
540 /* Should only occur when no source map is set.
541 */
542 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
543 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
544 return;
545 }
546 *sourcemap++ = '\0';
547
548 /* If we are not coming from a template map, we can use relative directories
549 * for the map to generate from.
550 */
551 if (!exit_ob->map->templatemap)
552 {
553 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
554 }
555
556 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
557 * of the exit, and the name of the map the exit is on, respectively.
558 */
559 sprintf (tmpnum, "%d", exit_ob->x);
560 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
561
562 sprintf (tmpnum, "%d", exit_ob->y);
563 sprintf (tmpstring, "%s", resultname);
564 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
565
566 sprintf (tmpstring, "%s", resultname);
567 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
568
569 /* If we are coming from another template map, use reletive paths unless
570 * indicated otherwise.
571 */
572 if (exit_ob->map->templatemap && (resultname[0] != '/'))
573 {
574 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
575 }
576 else
577 {
578 new_map_name = create_template_pathname (resultname);
579 }
580
581 /* Attempt to load the map, if unable to, then
582 * create the map from the template.
583 */
584 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
585 if (!new_map)
586 {
587 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
588 if (new_map)
589 fix_auto_apply (new_map);
590 }
591
592 if (new_map)
593 {
594 /* set the path of the map to where it should be
595 * so we don't just save over the source map.
596 */
597 strcpy (new_map->path, new_map_name);
598 new_map->templatemap = 1;
599 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
600 }
601 else
602 {
603 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
604 /* Should only occur when an invalid source map is set.
605 */
606 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
607 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
608 }
609}
610
611
612/* The player is trying to enter a randomly generated template map. In this
613 * case, generate the map as needed.
614 */
615
616static void
617enter_random_template_map (object *pl, object *exit_ob)
618{
619 mapstruct *new_map;
620 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
621 const char *new_map_name;
622 RMParms rp;
623
624 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
625 * of the exit, and the name of the map the exit is on, respectively.
626 */
627 sprintf (tmpnum, "%d", exit_ob->x);
628 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
629
630 sprintf (tmpnum, "%d", exit_ob->y);
631 sprintf (tmpstring, "%s", resultname);
632 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
633
634 sprintf (tmpstring, "%s", resultname);
635 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
636
637 /* If we are coming from another template map, use reletive paths unless
638 * indicated otherwise.
639 */
640 if (exit_ob->map->templatemap && (resultname[0] != '/'))
641 {
642 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
643 }
644 else
645 {
646 new_map_name = create_template_pathname (resultname);
647 }
648
649 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
650 if (!new_map)
651 {
652 memset (&rp, 0, sizeof (RMParms));
653 rp.Xsize = -1;
654 rp.Ysize = -1;
655 rp.region = get_region_by_map (exit_ob->map);
656 if (exit_ob->msg)
657 set_random_map_variable (&rp, exit_ob->msg);
658 rp.origin_x = exit_ob->x;
659 rp.origin_y = exit_ob->y;
660 strcpy (rp.origin_map, pl->map->path);
661
662 /* now to generate the actual map. */
663 new_map = generate_random_map (new_map_name, &rp);
664 }
665
666
667 /* Update the exit_ob so it now points directly at the newly created
668 * random maps. Not that it is likely to happen, but it does mean that a
669 * exit in a unique map leading to a random map will not work properly.
670 * It also means that if the created random map gets reset before
671 * the exit leading to it, that the exit will no longer work.
672 */
673 if (new_map)
674 {
675 int x, y;
676
677 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
678 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
679 new_map->templatemap = 1;
680 enter_map (pl, new_map, x, y);
681 }
682}
683
684
685/* Code to enter/detect a character entering a unique map.
686 */
687static void
688enter_unique_map (object *op, object *exit_ob)
689{
690 char apartment[HUGE_BUF];
691 mapstruct *newmap;
692
693 if (EXIT_PATH (exit_ob)[0] == '/')
694 {
695 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
696 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
697 if (!newmap)
698 {
699 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
700 if (newmap)
701 fix_auto_apply (newmap);
702 }
703 }
704 else
705 { /* relative directory */
706 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
707
708 if (exit_ob->map->unique)
709 {
710
711 strcpy (reldir, unclean_path (exit_ob->map->path));
712
713 /* Need to copy this over, as clean_path only has one static return buffer */
714 strcpy (tmpc, clean_path (reldir));
715 /* Remove final component, if any */
716 if ((cp = strrchr (tmpc, '_')) != NULL)
717 *cp = 0;
718
719 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
720
721 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
722 if (!newmap)
723 {
724 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
725 if (newmap)
726 fix_auto_apply (newmap);
727 }
728 }
729 else
730 {
731 /* The exit is unique, but the map we are coming from is not unique. So
732 * use the basic logic - don't need to demangle the path name
733 */
734 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
735 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
736 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
737 if (!newmap)
738 {
739 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
740 if (newmap)
741 fix_auto_apply (newmap);
742 }
743 }
744 }
745
746 if (newmap)
747 {
748 strcpy (newmap->path, apartment);
749 newmap->unique = 1;
750 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
751 }
752 else
753 {
754 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
755 /* Perhaps not critical, but I would think that the unique maps
756 * should be new enough this does not happen. This also creates
757 * a strange situation where some players could perhaps have visited
758 * such a map before it was removed, so they have the private
759 * map, but other players can't get it anymore.
760 */
761 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
762 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
763 }
764
765}
766
767
768/* Tries to move 'op' to exit_ob. op is the character or monster that is
769 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
770 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
771 * move the object to. This is used when loading the player.
772 *
773 * Largely redone by MSW 2001-01-21 - this function was overly complex
774 * and had some obscure bugs.
775 */
776
777void
778enter_exit (object *op, object *exit_ob)
779{
780#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
781 object *tmp;
782
783 /* It may be nice to support other creatures moving across
784 * exits, but right now a lot of the code looks at op->contr,
785 * so thta is an RFE.
786 */
787 if (op->type != PLAYER)
788 return;
789
790 /* First, lets figure out what map the player is going to go to */
791 if (exit_ob)
792 {
793
794 /* check to see if we make a template map */
795 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
796 {
797 if (EXIT_PATH (exit_ob)[2] == '!')
798 {
799 /* generate a template map randomly */
800 enter_random_template_map (op, exit_ob);
801 }
802 else
803 {
804 /* generate a template map from a fixed template */
805 enter_fixed_template_map (op, exit_ob);
806 }
807 }
808 /* check to see if we make a randomly generated map */
809 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
810 {
811 enter_random_map (op, exit_ob);
812 }
813 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
814 {
815 enter_unique_map (op, exit_ob);
816 }
817 else
818 {
819 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
820
821 /* 'Normal' exits that do not do anything special
822 * Simple enough we don't need another routine for it.
823 */
824 mapstruct *newmap;
825
826 if (exit_ob->map)
827 {
828 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
829 /* Random map was previously generated, but is no longer about. Lets generate a new
830 * map.
831 */
832 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
833 {
834 /* Maps that go down have a message set. However, maps that go
835 * up, don't. If the going home has reset, there isn't much
836 * point generating a random map, because it won't match the maps.
837 */
838 if (exit_ob->msg)
839 {
840 enter_random_map (op, exit_ob);
841 }
842 else
843 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
845 return;
846 }
847
848 /* For exits that cause damages (like pits). Don't know if any
849 * random maps use this or not.
850 */
851 if (exit_ob->stats.dam && op->type == PLAYER)
852 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
853 return;
854 }
855 }
856 else
857 {
858 /* For word of recall and other force objects
859 * They contain the full pathname of the map to go back to,
860 * so we don't need to normalize it.
861 * But we do need to see if it is unique or not
862 */
863 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
864 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
865 else
866 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
867 }
868 if (!newmap)
869 {
870 if (exit_ob->name)
871 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
872 /* don't cry to momma if name is not set - as in tmp objects
873 * used by the savebed code and character creation */
874 return;
875 }
876
877 /* This supports the old behaviour, but it really should not be used.
878 * I will note for example that with this method, it is impossible to
879 * set 0,0 destination coordinates. Really, if we want to support
880 * using the new maps default coordinates, the exit ob should use
881 * something like -1, -1 so it is clear to do that.
882 */
883 if (x == 0 && y == 0)
884 {
885 x = MAP_ENTER_X (newmap);
886 y = MAP_ENTER_Y (newmap);
887 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
888 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
889 }
890
891 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
892 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
893 {
894 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
896 {
897 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
898 break;
899 }
900 if (tmp)
901 {
902 remove_ob (tmp);
903 free_object (tmp);
904 }
905
906 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
907 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
908 save_player (op, 1);
909 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
910 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
911 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
912 }
913
914 enter_map (op, newmap, x, y);
915 }
916 /* For exits that cause damages (like pits) */
917 if (exit_ob->stats.dam && op->type == PLAYER)
918 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
919 }
920 else
921 {
922 int flags = 0;
923 mapstruct *newmap;
924
925
926 /* Hypothetically, I guess its possible that a standard map matches
927 * the localdir, but that seems pretty unlikely - unlikely enough that
928 * I'm not going to attempt to try to deal with that possibility.
929 * We use the fact that when a player saves on a unique map, it prepends
930 * the localdir to that name. So its an easy way to see of the map is
931 * unique or not.
932 */
933 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
934 flags = MAP_PLAYER_UNIQUE;
935
936 /* newmap returns the map (if already loaded), or loads it for
937 * us.
938 */
939 newmap = ready_map_name (op->contr->maplevel, flags);
940 if (!newmap)
941 {
942 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
943 newmap = ready_map_name (settings.emergency_mapname, 0);
944 op->x = settings.emergency_x;
945 op->y = settings.emergency_y;
946 /* If we can't load the emergency map, something is probably really
947 * screwed up, so bail out now.
948 */
949 if (!newmap)
950 {
951 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
952 abort ();
953 }
954 }
955 enter_map (op, newmap, op->x, op->y);
956 }
957}
958
959/*
960 * process_active_maps(): Works like process_events(), but it only
961 * processes maps which a player is on.
962 *
963 */
964
965#if 0 // dead code, schmorp
966void
967process_active_maps ()
968{
969 for (mapstruct *map = first_map; map != NULL; map = map->next)
970 if (map->in_memory == MAP_IN_MEMORY)
971 if (players_on_map (map, TRUE))
972 process_events (map);
973}
974#endif
975 248
976/* process_players1 and process_players2 do all the player related stuff. 249/* process_players1 and process_players2 do all the player related stuff.
977 * I moved it out of process events and process_map. This was to some 250 * I moved it out of process events and process_map. This was to some
978 * extent for debugging as well as to get a better idea of the time used 251 * extent for debugging as well as to get a better idea of the time used
979 * by the various functions. process_players1() does the processing before 252 * by the various functions. process_players1() does the processing before
980 * objects have been updated, process_players2() does the processing that 253 * objects have been updated, process_players2() does the processing that
981 * is needed after the players have been updated. 254 * is needed after the players have been updated.
982 */ 255 */
983 256static void
984void 257process_players1 ()
985process_players1 (mapstruct *map)
986{ 258{
987 int flag; 259 int flag;
988 player *pl, *plnext;
989 260
990 /* Basically, we keep looping until all the players have done their actions. */ 261 /* Basically, we keep looping until all the players have done their actions. */
991 for (flag = 1; flag != 0;) 262 for (flag = 1; flag != 0;)
992 { 263 {
993 flag = 0; 264 flag = 0;
994 for (pl = first_player; pl != NULL; pl = plnext) 265 for_all_players (pl)
995 { 266 {
996 plnext = pl->next; /* In case a player exits the game in handle_player() */ 267 pl->refcnt_chk ();
997 268
998 if (pl->ob == NULL) 269 if (!pl->ob || !pl->ns || !pl->ob->active ())
999 continue; 270 continue;
1000 271
1001 if (map != NULL && pl->ob->map != map)
1002 continue;
1003
1004 if (pl->ob->speed_left > 0) 272 if (pl->ob->speed_left > 0)
1005 {
1006 if (handle_newcs_player (pl->ob)) 273 if (handle_newcs_player (pl->ob))
1007 flag = 1; 274 flag = 1;
1008 } /* end if player has speed left */
1009 275
1010 /* If the player is not actively playing, don't make a 276 /* If the player is not actively playing, don't make a
1011 * backup save - nothing to save anyway. Plus, the 277 * backup save - nothing to save anyway. Plus, the
1012 * map may not longer be valid. This can happen when the 278 * map may not longer be valid. This can happen when the
1013 * player quits - they exist for purposes of tracking on the map, 279 * player quits - they exist for purposes of tracking on the map,
1018 284
1019#ifdef AUTOSAVE 285#ifdef AUTOSAVE
1020 /* check for ST_PLAYING state so that we don't try to save off when 286 /* check for ST_PLAYING state so that we don't try to save off when
1021 * the player is logging in. 287 * the player is logging in.
1022 */ 288 */
1023 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 289 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
1024 { 290 {
1025 /* Don't save the player on unholy ground. Instead, increase the 291 pl->ob->contr->save ();
1026 * tick time so it will be about 10 seconds before we try and save
1027 * again.
1028 */
1029// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1030// pl->last_save_tick += 100;
1031// } else {
1032 save_player (pl->ob, 1);
1033 pl->last_save_tick = pticks; 292 pl->last_save_tick = pticks;
1034// }
1035 } 293 }
1036#endif 294#endif
1037 } /* end of for loop for all the players */ 295 } /* end of for loop for all the players */
1038 } /* for flag */ 296 } /* for flag */
1039 for (pl = first_player; pl != NULL; pl = pl->next) 297
298 for_all_players (pl)
1040 { 299 {
1041 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 300 if (!pl->ob || !pl->ns || !pl->ob->active ())
1042 continue; 301 continue;
302
1043 if (settings.casting_time == TRUE) 303 if (settings.casting_time)
1044 { 304 {
1045 if (pl->ob->casting_time > 0) 305 if (pl->ob->casting_time > 0)
1046 { 306 {
1047 pl->ob->casting_time--; 307 pl->ob->casting_time--;
1048 pl->ob->start_holding = 1; 308 pl->ob->start_holding = 1;
1049 } 309 }
310
1050 /* set spell_state so we can update the range in stats field */ 311 /* set spell_state so we can update the range in stats field */
1051 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 312 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1052 {
1053 pl->ob->start_holding = 0; 313 pl->ob->start_holding = 0;
1054 } 314 }
1055 } 315
1056 do_some_living (pl->ob); 316 do_some_living (pl->ob);
1057 /* draw(pl->ob); *//* updated in socket code */
1058 } 317 }
1059} 318}
1060 319
1061void 320static void
1062process_players2 (mapstruct *map) 321process_players2 ()
1063{ 322{
1064 player *pl;
1065
1066 /* Then check if any players should use weapon-speed instead of speed */ 323 /* Then check if any players should use weapon-speed instead of speed */
1067 for (pl = first_player; pl != NULL; pl = pl->next) 324 for_all_players (pl)
1068 { 325 {
1069 if (map != NULL)
1070 {
1071 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1072 continue;
1073 else if (pl->loading != NULL) /* Player is blocked */
1074 pl->ob->speed_left -= pl->ob->speed;
1075 if (pl->ob->map != map)
1076 continue;
1077 }
1078
1079 /* The code that did weapon_sp handling here was out of place - 326 /* The code that did weapon_sp handling here was out of place -
1080 * this isn't called until after the player has finished there 327 * this isn't called until after the player has finished there
1081 * actions, and is thus out of place. All we do here is bounds 328 * actions, and is thus out of place. All we do here is bounds
1082 * checking. 329 * checking.
1083 */ 330 */
1089 /* This needs to be here - if the player is running, we need to 336 /* This needs to be here - if the player is running, we need to
1090 * clear this each tick, but new commands are not being received 337 * clear this each tick, but new commands are not being received
1091 * so execute_newserver_command() is never called 338 * so execute_newserver_command() is never called
1092 */ 339 */
1093 pl->has_hit = 0; 340 pl->has_hit = 0;
1094
1095 } 341 }
1096 else if (pl->ob->speed_left > pl->ob->speed) 342 else if (pl->ob->speed_left > pl->ob->speed)
1097 pl->ob->speed_left = pl->ob->speed; 343 pl->ob->speed_left = pl->ob->speed;
1098 } 344 }
1099} 345}
1100 346
1101void 347void
1102process_events (mapstruct *map) 348process_events ()
1103{ 349{
1104 object *op; 350 object *op;
1105 tag_t tag;
1106 351
1107 static object *marker; 352 static object_ptr marker_;
1108 353
1109 if (!marker) 354 if (!marker_)
1110 marker = get_object (); 355 marker_ = object::create ();
1111 356
357 object *marker = marker_;
358
1112 process_players1 (map); 359 process_players1 ();
1113 360
1114 marker->active_next = active_objects; 361 marker->active_next = active_objects;
1115 362
1116 if (marker->active_next) 363 if (marker->active_next)
1117 marker->active_next->active_prev = marker; 364 marker->active_next->active_prev = marker;
1118 365
1119 marker->active_prev = NULL; 366 marker->active_prev = 0;
1120 active_objects = marker; 367 active_objects = marker;
1121 368
1122 while (marker->active_next) 369 while (marker->active_next)
1123 { 370 {
1124 op = marker->active_next; 371 op = marker->active_next;
1125 tag = op->count;
1126 372
1127 /* Move marker forward - swap op and marker */ 373 /* Move marker forward - swap op and marker */
1128 op->active_prev = marker->active_prev; 374 op->active_prev = marker->active_prev;
1129 375
1130 if (op->active_prev) 376 if (op->active_prev)
1142 388
1143 /* Now process op */ 389 /* Now process op */
1144 if (QUERY_FLAG (op, FLAG_FREED)) 390 if (QUERY_FLAG (op, FLAG_FREED))
1145 { 391 {
1146 LOG (llevError, "BUG: process_events(): Free object on list\n"); 392 LOG (llevError, "BUG: process_events(): Free object on list\n");
1147 op->speed = 0; 393 op->set_speed (0);
1148 update_ob_speed (op);
1149 continue; 394 continue;
1150 } 395 }
1151 396
1152 /* I've seen occasional crashes due to this - the object is removed, 397 /* I've seen occasional crashes due to this - the object is removed,
1153 * and thus the map it points to (last map it was on) may be bogus 398 * and thus the map it points to (last map it was on) may be bogus
1160 * around. 405 * around.
1161 */ 406 */
1162 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) 407 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1163 { 408 {
1164 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 409 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1165 dump_object (op); 410 char *dump = dump_object (op);
1166 LOG (llevError, errmsg); 411 LOG (llevError, dump);
1167 free_object (op); 412 free (dump);
413 op->destroy ();
1168 continue; 414 continue;
1169 } 415 }
1170 416
1171 if (!op->speed) 417 if (!op->has_active_speed ())
1172 { 418 {
1173 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 419 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1174 update_ob_speed (op); 420 "but is on active list\n", op->debug_desc (), op->speed);
421 op->set_speed (0);
1175 continue; 422 continue;
1176 } 423 }
1177 424
1178 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 425 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1179 { 426 {
1180 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 427 LOG (llevError, "BUG: process_events(): Object without map or "
428 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1181 op->speed = 0; 429 op->set_speed (0);
1182 update_ob_speed (op);
1183 continue; 430 continue;
1184 } 431 }
1185 432
1186 if (map != NULL && op->map != map)
1187 continue;
1188
1189 /* Animate the object. Bug of feature that andim_speed 433 /* Animate the object. Bug or feature that anim_speed
1190 * is based on ticks, and not the creatures speed? 434 * is based on ticks, and not the creatures speed?
1191 */ 435 */
1192 if (op->anim_speed && op->last_anim >= op->anim_speed) 436 if (op->anim_speed && op->last_anim >= op->anim_speed)
1193 { 437 {
1194 if ((op->type == PLAYER) || (op->type == MONSTER)) 438 if ((op->type == PLAYER))
1195 animate_object (op, op->facing); 439 animate_object (op, op->facing);
1196 else 440 else
1197 animate_object (op, op->direction); 441 animate_object (op, op->direction);
1198 442
1199 op->last_anim = 1; 443 op->last_anim = 1;
1217 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); 461 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1218 } 462 }
1219#endif 463#endif
1220 --op->speed_left; 464 --op->speed_left;
1221 process_object (op); 465 process_object (op);
466
1222 if (was_destroyed (op, tag)) 467 if (op->destroyed ())
1223 continue; 468 continue;
1224 } 469 }
470
1225 if (settings.casting_time == TRUE && op->casting_time > 0) 471 if (settings.casting_time == TRUE && op->casting_time > 0)
1226 op->casting_time--; 472 op->casting_time--;
473
1227 if (op->speed_left <= 0) 474 if (op->speed_left <= 0)
1228 op->speed_left += FABS (op->speed); 475 op->speed_left += FABS (op->speed);
1229 } 476 }
1230 477
1231 /* Remove marker object from active list */ 478 /* Remove marker object from active list */
1232 if (marker->active_prev != NULL) 479 if (marker->active_prev != NULL)
1233 marker->active_prev->active_next = NULL; 480 marker->active_prev->active_next = NULL;
1234 else 481 else
1235 active_objects = NULL; 482 active_objects = NULL;
1236 483
1237 process_players2 (map); 484 process_players2 ();
1238}
1239
1240void
1241clean_tmp_files (void)
1242{
1243 mapstruct *m, *next;
1244
1245 LOG (llevInfo, "Cleaning up...\n");
1246
1247 /* We save the maps - it may not be intuitive why, but if there are unique
1248 * items, we need to save the map so they get saved off. Perhaps we should
1249 * just make a special function that only saves the unique items.
1250 */
1251 for (m = first_map; m != NULL; m = next)
1252 {
1253 next = m->next;
1254 if (m->in_memory == MAP_IN_MEMORY)
1255 {
1256 /* If we want to reuse the temp maps, swap it out (note that will also
1257 * update the log file. Otherwise, save the map (mostly for unique item
1258 * stuff). Note that the clean_tmp_map is called after the end of
1259 * the for loop but is in the #else bracket. IF we are recycling the maps,
1260 * we certainly don't want the temp maps removed.
1261 */
1262
1263 /* XXX The above comment is dead wrong */
1264 if (settings.recycle_tmp_maps == TRUE)
1265 swap_map (m);
1266 else
1267 {
1268 new_save_map (m, 0); /* note we save here into a overlay map */
1269 clean_tmp_map (m);
1270 }
1271 }
1272 }
1273 write_todclock (); /* lets just write the clock here */
1274} 485}
1275 486
1276/* clean up everything before exiting */ 487/* clean up everything before exiting */
1277void 488void
1278cleanup (void) 489emergency_save ()
1279{ 490{
1280 LOG (llevDebug, "Cleanup called.\n"); 491 LOG (llevDebug, "emergency save begin.\n");
492
493 LOG (llevDebug, "saving players.\n");
494 for_all_players (pl)
495 if (pl->enable_save && pl->ob && pl->ns)
496 {
497 pl->save (true);
498 pl->enable_save = true;
499 }
500
501// for_all_players (pl)
502// if (pl->ob)
503// pl->ob->remove ();
504
505 LOG (llevDebug, "saving maps.\n");
506 maptile::emergency_save ();
507
508 LOG (llevDebug, "saving book archive.\n");
1281 write_book_archive (); 509 write_book_archive ();
1282 510
511 LOG (llevDebug, "emergency save done.\n");
512}
513
514// send all clients some informational text
515static void
516cleanup_inform (const char *cause, bool make_core)
517{
518 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "The server will now shutdown.\n");
519 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "Cause for this shtudown: %s\n", cause);
520
521 if (make_core)
522 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "This is considered a crash.\n");
523 else
524 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "This is considered to be a clean shutdown.\n");
525
526 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "%s\n", CLEANUP_MESSAGE);
527
528 flush_sockets ();
529}
530
531/* clean up everything before exiting */
532void
533cleanup (const char *cause, bool make_core)
534{
535 LOG (llevError, "cleanup cause: %s\n", cause);
536
537 if (!make_core)
538 cleanup_inform (cause, make_core);
539
540 LOG (llevDebug, "cleanup begin.\n");
541
542 if (init_done && !in_cleanup)
543 {
544 in_cleanup = true;
545 emergency_save ();
546 }
547 else
548 in_cleanup = true;
549
550 LOG (llevDebug, "running cleanup handlers.\n");
1283 INVOKE_GLOBAL (CLEANUP); 551 INVOKE_GLOBAL (CLEANUP);
1284 552
553 LOG (llevDebug, "cleanup done.\n");
554
555 if (make_core)
556 {
557 cleanup_inform (cause, make_core);
558 abort ();
559 }
560 else
1285 _exit (0); 561 _exit (0);
1286}
1287
1288void
1289leave (player *pl, int draw_exit)
1290{
1291 if (pl != NULL)
1292 {
1293 /* We do this so that the socket handling routine can do the final
1294 * cleanup. We also leave that loop to actually handle the freeing
1295 * of the data.
1296 */
1297 if (pl->ob->type != DEAD_OBJECT)
1298 {
1299 pl->socket.status = Ns_Dead;
1300
1301 /* If a hidden dm dropped connection do not create
1302 * inconsistencies by showing that they have left the game
1303 */
1304 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1305 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1306 {
1307 if (pl->ob->map)
1308 {
1309 INVOKE_PLAYER (LOGOUT, pl);
1310 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1311 }
1312
1313 char buf[MAX_BUF];
1314
1315 sprintf (buf, "%s left the game.", &pl->ob->name);
1316 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1317 }
1318
1319 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1320 leave_map (pl->ob);
1321
1322 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1323 }
1324 }
1325} 562}
1326 563
1327int 564int
1328forbid_play (void) 565forbid_play (void)
1329{ 566{
1343 580
1344 while (fgets (buf, MAX_BUF, fp)) 581 while (fgets (buf, MAX_BUF, fp))
1345 { 582 {
1346 if (buf[0] == '#') 583 if (buf[0] == '#')
1347 continue; 584 continue;
585
1348 if (!strncmp (buf, "msg", 3)) 586 if (!strncmp (buf, "msg", 3))
1349 { 587 {
1350 if (forbit) 588 if (forbit)
1351 while (fgets (buf, MAX_BUF, fp)) /* print message */ 589 while (fgets (buf, MAX_BUF, fp)) /* print message */
1352 fputs (buf, logfile); 590 fputs (buf, logfile);
1353 break; 591 break;
1354
1355 } 592 }
1356 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 593 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1357 { 594 {
1358 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 595 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1359 continue; 596 continue;
1373 return 0; 610 return 0;
1374#endif 611#endif
1375} 612}
1376 613
1377/* 614/*
1378 * do_specials() is a collection of functions to call from time to time. 615 * do_specials() is a collection of functions to call from time to time.
1379 * Modified 2000-1-14 MSW to use the global pticks count to determine how 616 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1380 * often to do things. This will allow us to spred them out more often. 617 * often to do things. This will allow us to spred them out more often.
1381 * I use prime numbers for the factor count - in that way, it is less likely 618 * I use prime numbers for the factor count - in that way, it is less likely
1382 * these actions will fall on the same tick (compared to say using 500/2500/15000 619 * these actions will fall on the same tick (compared to say using 500/2500/15000
1383 * which would mean on that 15,000 tick count a whole bunch of stuff gets 620 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1391extern unsigned long todtick; 628extern unsigned long todtick;
1392 629
1393void 630void
1394do_specials (void) 631do_specials (void)
1395{ 632{
1396
1397#ifdef WATCHDOG
1398 if (!(pticks % 503))
1399 watchdog ();
1400#endif
1401
1402 if (!(pticks % PTICKS_PER_CLOCK)) 633 if (!(pticks % PTICKS_PER_CLOCK))
1403 tick_the_clock (); 634 tick_the_clock ();
1404 635
1405 if (!(pticks % 7)) 636 if (!(pticks % 7))
1406 shstr::gc (); 637 shstr::gc ();
1407 638
1408 if (!(pticks % 79))
1409 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1410
1411 if (!(pticks % 2503)) 639 if (!(pticks % 2503))
1412 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 640 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1413 641
1414 if (!(pticks % 2521))
1415 metaserver_update (); /* 2500 ticks is about 5 minutes */
1416
1417 if (!(pticks % 5003)) 642 if (!(pticks % 5003))
1418 write_book_archive (); 643 write_book_archive ();
1419 644
1420 if (!(pticks % 5009)) 645 if (!(pticks % 5009))
1421 clean_friendly_list (); 646 clean_friendly_list ();
1428} 653}
1429 654
1430void 655void
1431server_tick () 656server_tick ()
1432{ 657{
1433 nroferrors = 0; 658 // first do the user visible stuff
1434
1435 doeric_server (); 659 doeric_server ();
1436 INVOKE_GLOBAL (CLOCK); 660 INVOKE_GLOBAL (CLOCK);
1437 process_events (NULL); /* "do" something with objects with speed */ 661 process_events (); /* "do" something with objects with speed */
1438 flush_sockets (); 662 flush_sockets ();
1439 check_active_maps (); /* Removes unused maps after a certain timeout */ 663
664 // then do some bookkeeping, should not really be here
1440 do_specials (); /* Routines called from time to time. */ 665 do_specials (); /* Routines called from time to time. */
1441 object::free_mortals (); 666 attachable::check_mortals ();
1442 667
1443 ++pticks; 668 ++pticks;
1444} 669}
1445 670
1446int 671int
1447main (int argc, char **argv) 672main (int argc, char **argv)
1448{ 673{
1449 settings.argc = argc; 674 settings.argc = argc;
1450 settings.argv = argv; 675 settings.argv = argv;
1451 676
1452 cfperl_init ();
1453
1454 init (argc, argv); 677 init (argc, argv);
1455 678
1456 initPlugins (); 679 initPlugins ();
1457 680
1458 for (;;) 681 for (;;)
1459 cfperl_main (); 682 cfperl_main ();
1460
1461 // unreached
1462 emergency_save (0);
1463 cleanup ();
1464
1465 return 0;
1466} 683}
684

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