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Comparing deliantra/server/server/main.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:34:00 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
45}; 46};
46 47
47void 48void
48version (object *op) 49version (object *op)
49{ 50{
50 if (op != NULL) 51 if (op)
51 clear_win_info (op); 52 clear_win_info (op);
52 53
53 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);
54 55
55/* If in a socket, don't print out the list of authors. It confuses the
56 * crossclient program.
57 */
58 if (op == NULL)
59 return;
60 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>");
61 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>");
62 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>");
63 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>");
64 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>");
65 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>");
66 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>");
67 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>");
68 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>");
69 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>");
70 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>");
71 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>");
72 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>");
73 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>");
74 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>");
75 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>");
76 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>");
77 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>");
78 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>");
79 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>");
80 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>");
81 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>");
82 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>");
83 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>");
84 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>");
85 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>");
86 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>");
87 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>");
88 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>");
89 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>");
90 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>");
91 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>");
92 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>");
93 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>");
94 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>");
95 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>");
96 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>");
97 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>");
98 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>");
99 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>");
100 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
101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
103 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>");
104 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>");
105 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>");
106 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); 106 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg <maxmc@telia.com>");
107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
108}
109
110void
111info_keys (object *op)
112{
113 clear_win_info (op);
114 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
115 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
116 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
117 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
118 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
119 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
120 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
121 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
122 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
123 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
124 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
125 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
126 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
127 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
128 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
129 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
130 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
131}
132
133void
134start_info (object *op)
135{
136 char buf[MAX_BUF];
137
138 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
139 new_draw_info (NDI_UNIQUE, 0, op, buf);
140 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
141 new_draw_info (NDI_UNIQUE, 0, op, " ");
142 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
143 if (!op->contr->name_changed)
144 {
145 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
146 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
147 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
148 }
149}
150
151/* Really, there is no reason to crypt the passwords any system. But easier
152 * to just leave this enabled for backward compatibility. Put the
153 * simple case at top - no encryption - makes it easier to read.
154 */
155char *
156crypt_string (char *str, char *salt)
157{
158#if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return (str);
160#else
161 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
162 char s[2];
163
164 if (salt == NULL)
165 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
166 else
167 s[0] = salt[0], s[1] = salt[1];
168
169# ifdef HAVE_LIBDES
170 return (char *) des_crypt (str, s);
171# endif
172 /* Default case - just use crypt */
173 return (char *) crypt (str, s);
174#endif
175}
176
177int
178check_password (char *typed, char *crypted)
179{
180 return !strcmp (crypt_string (typed, crypted), crypted);
181} 108}
182 109
183/* 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
184 * savebed. We do some error checking - its possible that the 111 * savebed. We do some error checking - its possible that the
185 * 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
186 * goes someplace. 113 * goes someplace.
187 */ 114 */
188void 115void
189enter_player_savebed (object *op) 116enter_player_savebed (object *op)
190{ 117{
191 maptile *oldmap = op->map;
192 object *tmp;
193
194 tmp = object::create (); 118 object *tmp = object::create ();
195
196 EXIT_PATH (tmp) = op->contr->savebed_map; 119 EXIT_PATH (tmp) = op->contr->savebed_map;
197 EXIT_X (tmp) = op->contr->bed_x; 120 EXIT_X (tmp) = op->contr->bed_x;
198 EXIT_Y (tmp) = op->contr->bed_y; 121 EXIT_Y (tmp) = op->contr->bed_y;
199 enter_exit (op, tmp); 122 op->enter_exit (tmp);
200 /* If the player has not changed maps and the name does not match
201 * that of the savebed, his savebed map is gone. Lets go back
202 * to the emergency path. Update what the players savebed is
203 * while we're at it.
204 */
205 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
206 {
207 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
208 settings.emergency_mapname, &op->name, op->contr->savebed_map);
209 strcpy (op->contr->savebed_map, settings.emergency_mapname);
210 op->contr->bed_x = settings.emergency_x;
211 op->contr->bed_y = settings.emergency_y;
212 EXIT_PATH (tmp) = op->contr->savebed_map;
213 EXIT_X (tmp) = op->contr->bed_x;
214 EXIT_Y (tmp) = op->contr->bed_y;
215 enter_exit (op, tmp);
216 }
217
218 tmp->destroy (); 123 tmp->destroy ();
219} 124}
220 125
221/* All this really is is a glorified remove_object that also updates
222 * the counts on the map if needed.
223 */
224void
225leave_map (object *op)
226{
227 maptile *oldmap = op->map;
228
229 op->remove ();
230
231 if (oldmap)
232 {
233 if (!op->contr->hidden)
234 oldmap->players--;
235
236 if (oldmap->players <= 0)
237 /* can be less than zero due to errors in tracking this */
238 set_map_timeout (oldmap);
239 }
240}
241
242/* 126/*
243 * 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
244 * 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
245 * 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
246 * whatever reason. If default map coordinates are to be used, then 130 * whatever reason. If default map coordinates are to be used, then
247 * the function that calls this should figure them out. 131 * the function that calls this should figure them out.
248 */ 132 */
249static void 133void
250enter_map (object *op, maptile *newmap, int x, int y) 134object::enter_map (maptile *newmap, int x, int y)
251{ 135{
252 maptile *oldmap = op->map; 136 if (destroyed () || !newmap || newmap->in_memory != MAP_IN_MEMORY)
137 return;
253 138
254 if (out_of_map (newmap, x, y)) 139 if (out_of_map (newmap, x, y))
255 { 140 {
256 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);
257 x = MAP_ENTER_X (newmap); 142 x = newmap->enter_x;
258 y = MAP_ENTER_Y (newmap); 143 y = newmap->enter_y;
259 if (out_of_map (newmap, x, y)) 144 if (out_of_map (newmap, x, y))
260 { 145 {
261 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",
262 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 147 &newmap->path, x, y, newmap->width, newmap->height);
263 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 148 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
264 return; 149 return;
265 } 150 }
266 } 151 }
267 152
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
268 /* try to find a spot for the player */ 162 /* try to find a spot for the player */
269 if (ob_blocked (op, newmap, x, y)) 163 if (ob_blocked (this, newmap, x, y))
270 { /* First choice blocked */ 164 { /* First choice blocked */
271 /* 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.
272 * 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,
273 * 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
274 * if other spaces around are available. 168 * if other spaces around are available.
275 * 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
276 * 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.
277 */ 171 */
278 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);
279 173
280 if (i == -1) 174 if (i == -1)
281 { 175 {
282 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 176 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
283 if (i == -1) 177 if (i == -1)
284 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 178 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
285 } 179 }
286 180
287 if (i != -1) 181 if (i != -1)
288 { 182 {
289 x += freearr_x[i]; 183 x += freearr_x[i];
290 y += freearr_y[i]; 184 y += freearr_y[i];
291 } 185 }
292 else 186 else
293 {
294 /* not much we can do in this case. */ 187 /* not much we can do in this case. */
295 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y); 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);
296 } 189 }
297 } /* end if looking for free spot */
298 190
299 if (op->map) 191 if (contr && map != newmap)
300 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 192 {
301 return;
302
303 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 193 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
304 return; 194 return;
305 195
306 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) 196 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
307 return; 197 return;
198 }
308 199
309 /* If it is a player login, he has yet to be inserted anyplace.
310 * otherwise, we need to deal with removing the player here.
311 */
312 op->remove ();
313
314 /* remove_ob clears these so they must be reset after the remove_ob call */
315 op->x = x; 200 this->x = x;
316 op->y = y; 201 this->y = y;
317 op->map = newmap; 202 map = newmap;
318 203
319 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 204 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
320 205
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 op->contr->ranges[range_golem]->remove (); 220 contr->ranges[range_golem]->remove ();
340 221
341 if (i == -1) 222 if (i == -1)
342 { 223 {
343 remove_friendly_object (op->contr->ranges[range_golem]); 224 remove_friendly_object (contr->ranges[range_golem]);
344 op->contr->ranges[range_golem]->destroy (); 225 contr->ranges[range_golem]->destroy ();
345 op->contr->ranges[range_golem] = 0; 226 contr->ranges[range_golem] = 0;
346 } 227 }
347 else 228 else
348 { 229 {
349 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 230 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
350 { 231 {
351 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);
352 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);
353 tmp->map = newmap; 234 tmp->map = newmap;
354 } 235 }
355 236
356 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 237 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
357 op->contr->ranges[range_golem]->direction = 238 contr->ranges[range_golem]->direction =
358 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y); 239 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
359 } 240 }
360 } 241 }
361
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}
384
385void
386set_map_timeout (maptile *oldmap)
387{
388#if MAP_MAXTIMEOUT
389 oldmap->timeout = MAP_TIMEOUT (oldmap);
390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391 * lower than the min value.
392 */
393# if MAP_MINTIMEOUT
394 if (oldmap->timeout < MAP_MINTIMEOUT)
395 oldmap->timeout = MAP_MINTIMEOUT;
396# endif
397
398 if (oldmap->timeout > MAP_MAXTIMEOUT)
399 oldmap->timeout = MAP_MAXTIMEOUT;
400
401#else
402 /* save out the map */
403 swap_map (oldmap);
404#endif /* MAP_MAXTIMEOUT */
405}
406
407
408/* clean_path takes a path and replaces all / with _
409 * We do a strcpy so that we do not change the original string.
410 */
411char *
412clean_path (const char *file)
413{
414 static char newpath[MAX_BUF], *cp;
415 assign (newpath, file);
416
417 for (cp = newpath; *cp != '\0'; cp++)
418 if (*cp == '/')
419 *cp = '_';
420
421 return newpath;
422}
423
424
425/* unclean_path takes a path and replaces all _ with /
426 * This basically undoes clean path.
427 * We do a strcpy so that we do not change the original string.
428 * We are smart enough to start after the last / in case we
429 * are getting passed a string that points to a unique map
430 * path.
431 */
432char *
433unclean_path (const char *src)
434{
435 static char newpath[MAX_BUF], *cp;
436
437 cp = strrchr (src, '/');
438 assign (newpath, cp ? cp + 1 : src);
439
440 for (cp = newpath; *cp != '\0'; cp++)
441 if (*cp == '_')
442 *cp = '/';
443
444 return newpath;
445}
446
447
448/* The player is trying to enter a randomly generated map. In this case, generate the
449 * random map as needed.
450 */
451
452static void
453enter_random_map (object *pl, object *exit_ob)
454{
455 maptile *new_map;
456 char newmap_name[HUGE_BUF], *cp;
457 static int reference_number = 0;
458 RMParms rp;
459
460 memset (&rp, 0, sizeof (RMParms));
461 rp.Xsize = -1;
462 rp.Ysize = -1;
463 rp.region = get_region_by_map (exit_ob->map);
464 if (exit_ob->msg)
465 set_random_map_variable (&rp, exit_ob->msg);
466 rp.origin_x = exit_ob->x;
467 rp.origin_y = exit_ob->y;
468 strcpy (rp.origin_map, pl->map->path);
469
470 /* If we have a final_map, use it as a base name to give some clue
471 * as where the player is. Otherwise, use the origin map.
472 */
473 sprintf (newmap_name, "/random%s+%04d",
474 *rp.final_map ? rp.final_map : rp.origin_map,
475 reference_number++);
476
477 /* now to generate the actual map. */
478 new_map = generate_random_map (newmap_name, &rp);
479
480 /* Update the exit_ob so it now points directly at the newly created
481 * random maps. Not that it is likely to happen, but it does mean that a
482 * exit in a unique map leading to a random map will not work properly.
483 * It also means that if the created random map gets reset before
484 * the exit leading to it, that the exit will no longer work.
485 */
486 if (new_map)
487 {
488 int x, y;
489
490 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
491 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
492 EXIT_PATH (exit_ob) = newmap_name;
493 strcpy (new_map->path, newmap_name);
494 enter_map (pl, new_map, x, y);
495 }
496}
497
498/* The player is trying to enter a non-randomly generated template map. In this
499 * case, use a map file for a template
500 */
501
502static void
503enter_fixed_template_map (object *pl, object *exit_ob)
504{
505 maptile *new_map;
506 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
507 const char *new_map_name;
508
509 /* Split the exit path string into two parts, one
510 * for where to store the map, and one for were
511 * to generate the map from.
512 */
513 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
514 sourcemap = strchr (exitpath, '!');
515 if (!sourcemap)
516 {
517 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
518 /* Should only occur when no source map is set.
519 */
520 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
521 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
522 return;
523 }
524
525 *sourcemap++ = '\0';
526
527 /* If we are not coming from a template map, we can use relative directories
528 * for the map to generate from.
529 */
530 if (!exit_ob->map->templatemap)
531 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
532
533 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
534 * of the exit, and the name of the map the exit is on, respectively.
535 */
536 sprintf (tmpnum, "%d", exit_ob->x);
537 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
538
539 sprintf (tmpnum, "%d", exit_ob->y);
540 sprintf (tmpstring, "%s", resultname);
541 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
542
543 sprintf (tmpstring, "%s", resultname);
544 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
545
546 /* If we are coming from another template map, use reletive paths unless
547 * indicated otherwise.
548 */
549 if (exit_ob->map->templatemap && (resultname[0] != '/'))
550 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
551 else
552 new_map_name = create_template_pathname (resultname);
553
554 /* Attempt to load the map, if unable to, then
555 * create the map from the template.
556 */
557 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
558 if (!new_map)
559 {
560 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
561 if (new_map)
562 fix_auto_apply (new_map);
563 }
564
565 if (new_map)
566 {
567 /* set the path of the map to where it should be
568 * so we don't just save over the source map.
569 */
570 strcpy (new_map->path, new_map_name);
571 new_map->templatemap = 1;
572 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
573 }
574 else
575 {
576 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
577 /* Should only occur when an invalid source map is set.
578 */
579 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
580 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
581 }
582}
583
584/* The player is trying to enter a randomly generated template map. In this
585 * case, generate the map as needed.
586 */
587
588static void
589enter_random_template_map (object *pl, object *exit_ob)
590{
591 maptile *new_map;
592 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
593 const char *new_map_name;
594 RMParms rp;
595
596 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
597 * of the exit, and the name of the map the exit is on, respectively.
598 */
599 sprintf (tmpnum, "%d", exit_ob->x);
600 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
601
602 sprintf (tmpnum, "%d", exit_ob->y);
603 sprintf (tmpstring, "%s", resultname);
604 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
605
606 sprintf (tmpstring, "%s", resultname);
607 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
608
609 /* If we are coming from another template map, use reletive paths unless
610 * indicated otherwise.
611 */
612 if (exit_ob->map->templatemap && (resultname[0] != '/'))
613 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
614 else
615 new_map_name = create_template_pathname (resultname);
616
617 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
618 if (!new_map)
619 {
620 memset (&rp, 0, sizeof (RMParms));
621 rp.Xsize = -1;
622 rp.Ysize = -1;
623 rp.region = get_region_by_map (exit_ob->map);
624 if (exit_ob->msg)
625 set_random_map_variable (&rp, exit_ob->msg);
626 rp.origin_x = exit_ob->x;
627 rp.origin_y = exit_ob->y;
628 strcpy (rp.origin_map, pl->map->path);
629
630 /* now to generate the actual map. */
631 new_map = generate_random_map (new_map_name, &rp);
632 }
633
634
635 /* Update the exit_ob so it now points directly at the newly created
636 * random maps. Not that it is likely to happen, but it does mean that a
637 * exit in a unique map leading to a random map will not work properly.
638 * It also means that if the created random map gets reset before
639 * the exit leading to it, that the exit will no longer work.
640 */
641 if (new_map)
642 {
643 int x, y;
644
645 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
646 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
647 new_map->templatemap = 1;
648 enter_map (pl, new_map, x, y);
649 }
650}
651
652
653/* Code to enter/detect a character entering a unique map.
654 */
655static void
656enter_unique_map (object *op, object *exit_ob)
657{
658 char apartment[HUGE_BUF];
659 maptile *newmap;
660
661 if (EXIT_PATH (exit_ob)[0] == '/')
662 {
663 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
664 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
665 if (!newmap)
666 {
667 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
668 if (newmap)
669 fix_auto_apply (newmap);
670 }
671 }
672 else
673 { /* relative directory */
674 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
675
676 if (exit_ob->map->unique)
677 {
678
679 strcpy (reldir, unclean_path (exit_ob->map->path));
680
681 /* Need to copy this over, as clean_path only has one static return buffer */
682 strcpy (tmpc, clean_path (reldir));
683 /* Remove final component, if any */
684 if ((cp = strrchr (tmpc, '_')) != NULL)
685 *cp = 0;
686
687 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
688
689 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
690 if (!newmap)
691 {
692 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
693 if (newmap)
694 fix_auto_apply (newmap);
695 }
696 }
697 else
698 {
699 /* The exit is unique, but the map we are coming from is not unique. So
700 * use the basic logic - don't need to demangle the path name
701 */
702 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
703 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
704 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
705 if (!newmap)
706 {
707 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
708 if (newmap)
709 fix_auto_apply (newmap);
710 }
711 }
712 }
713
714 if (newmap)
715 {
716 strcpy (newmap->path, apartment);
717 newmap->unique = 1;
718 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
719 }
720 else
721 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
723 /* Perhaps not critical, but I would think that the unique maps
724 * should be new enough this does not happen. This also creates
725 * a strange situation where some players could perhaps have visited
726 * such a map before it was removed, so they have the private
727 * map, but other players can't get it anymore.
728 */
729 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
730 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
731 }
732
733}
734
735
736/* Tries to move 'op' to exit_ob. op is the character or monster that is
737 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
738 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
739 * move the object to. This is used when loading the player.
740 *
741 * Largely redone by MSW 2001-01-21 - this function was overly complex
742 * and had some obscure bugs.
743 */
744
745void
746enter_exit (object *op, object *exit_ob)
747{
748#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
749 object *tmp;
750
751 /* It may be nice to support other creatures moving across
752 * exits, but right now a lot of the code looks at op->contr,
753 * so that is an RFE.
754 */
755 if (op->type != PLAYER)
756 return;
757
758 /* First, lets figure out what map the player is going to go to */
759 if (exit_ob)
760 {
761 /* check to see if we make a template map */
762 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
763 {
764 if (EXIT_PATH (exit_ob)[2] == '!')
765 {
766 /* generate a template map randomly */
767 enter_random_template_map (op, exit_ob);
768 }
769 else
770 {
771 /* generate a template map from a fixed template */
772 enter_fixed_template_map (op, exit_ob);
773 }
774 }
775 /* check to see if we make a randomly generated map */
776 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
777 {
778 enter_random_map (op, exit_ob);
779 }
780 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
781 {
782 enter_unique_map (op, exit_ob);
783 }
784 else
785 {
786 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
787
788 /* 'Normal' exits that do not do anything special
789 * Simple enough we don't need another routine for it.
790 */
791 maptile *newmap;
792
793 if (exit_ob->map)
794 {
795 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
796 /* Random map was previously generated, but is no longer about. Lets generate a new
797 * map.
798 */
799 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
800 {
801 /* Maps that go down have a message set. However, maps that go
802 * up, don't. If the going home has reset, there isn't much
803 * point generating a random map, because it won't match the maps.
804 */
805 if (exit_ob->msg)
806 {
807 enter_random_map (op, exit_ob);
808 }
809 else
810 {
811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
812 return;
813 }
814
815 /* For exits that cause damages (like pits). Don't know if any
816 * random maps use this or not.
817 */
818 if (exit_ob->stats.dam && op->type == PLAYER)
819 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
820 return;
821 }
822 }
823 else
824 {
825 /* For word of recall and other force objects
826 * They contain the full pathname of the map to go back to,
827 * so we don't need to normalize it.
828 * But we do need to see if it is unique or not
829 */
830 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
831 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
832 else
833 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
834 }
835 if (!newmap)
836 {
837 if (exit_ob->name)
838 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
839 /* don't cry to momma if name is not set - as in tmp objects
840 * used by the savebed code and character creation */
841 return;
842 }
843
844 /* This supports the old behaviour, but it really should not be used.
845 * I will note for example that with this method, it is impossible to
846 * set 0,0 destination coordinates. Really, if we want to support
847 * using the new maps default coordinates, the exit ob should use
848 * something like -1, -1 so it is clear to do that.
849 */
850 if (x == 0 && y == 0)
851 {
852 x = MAP_ENTER_X (newmap);
853 y = MAP_ENTER_Y (newmap);
854 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
855 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
856 }
857
858 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
859 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
860 {
861 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
862 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
863 {
864 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
865 break;
866 }
867 if (tmp)
868 {
869 tmp->remove ();
870 tmp->destroy ();
871 }
872
873 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
874 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
875 op->contr->save ();
876 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
877 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
878 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
879 }
880
881 enter_map (op, newmap, x, y);
882 }
883 /* For exits that cause damages (like pits) */
884 if (exit_ob->stats.dam && op->type == PLAYER)
885 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
886 }
887 else
888 {
889 int flags = 0;
890 maptile *newmap;
891
892 /* Hypothetically, I guess its possible that a standard map matches
893 * the localdir, but that seems pretty unlikely - unlikely enough that
894 * I'm not going to attempt to try to deal with that possibility.
895 * We use the fact that when a player saves on a unique map, it prepends
896 * the localdir to that name. So its an easy way to see of the map is
897 * unique or not.
898 */
899 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
900 flags = MAP_PLAYER_UNIQUE;
901
902 /* newmap returns the map (if already loaded), or loads it for
903 * us.
904 */
905 newmap = ready_map_name (op->contr->maplevel, flags);
906 if (!newmap)
907 {
908 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
909 newmap = ready_map_name (settings.emergency_mapname, 0);
910 op->x = settings.emergency_x;
911 op->y = settings.emergency_y;
912 /* If we can't load the emergency map, something is probably really
913 * screwed up, so bail out now.
914 */
915 if (!newmap)
916 {
917 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
918 abort ();
919 }
920 }
921
922 enter_map (op, newmap, op->x, op->y);
923 }
924} 247}
925 248
926/* process_players1 and process_players2 do all the player related stuff. 249/* process_players1 and process_players2 do all the player related stuff.
927 * 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
928 * 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
932 */ 255 */
933static void 256static void
934process_players1 () 257process_players1 ()
935{ 258{
936 int flag; 259 int flag;
260
937 /* 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. */
938 for (flag = 1; flag != 0;) 262 for (flag = 1; flag != 0;)
939 { 263 {
940 flag = 0; 264 flag = 0;
941 for (player *plnext, *pl = first_player; pl; pl = plnext) 265 for_all_players (pl)
942 { 266 {
943 plnext = pl->next; /* In case a player exits the game in handle_player() */ 267 pl->refcnt_chk ();
944 268
945 if (!pl->ob) 269 if (!pl->ob || !pl->ns || !pl->ob->active ())
946 continue; 270 continue;
947 271
948 if (pl->ob->speed_left > 0) 272 if (pl->ob->speed_left > 0)
949 {
950 if (handle_newcs_player (pl->ob)) 273 if (handle_newcs_player (pl->ob))
951 flag = 1; 274 flag = 1;
952 } /* end if player has speed left */
953 275
954 /* If the player is not actively playing, don't make a 276 /* If the player is not actively playing, don't make a
955 * backup save - nothing to save anyway. Plus, the 277 * backup save - nothing to save anyway. Plus, the
956 * map may not longer be valid. This can happen when the 278 * map may not longer be valid. This can happen when the
957 * player quits - they exist for purposes of tracking on the map, 279 * player quits - they exist for purposes of tracking on the map,
971 } 293 }
972#endif 294#endif
973 } /* end of for loop for all the players */ 295 } /* end of for loop for all the players */
974 } /* for flag */ 296 } /* for flag */
975 297
976 for (player *pl = first_player; pl; pl = pl->next) 298 for_all_players (pl)
977 { 299 {
300 if (!pl->ob || !pl->ns || !pl->ob->active ())
301 continue;
302
978 if (settings.casting_time) 303 if (settings.casting_time)
979 { 304 {
980 if (pl->ob->casting_time > 0) 305 if (pl->ob->casting_time > 0)
981 { 306 {
982 pl->ob->casting_time--; 307 pl->ob->casting_time--;
994 319
995static void 320static void
996process_players2 () 321process_players2 ()
997{ 322{
998 /* 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 */
999 for (player *pl = first_player; pl; pl = pl->next) 324 for_all_players (pl)
1000 { 325 {
1001 /* 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 -
1002 * this isn't called until after the player has finished there 327 * this isn't called until after the player has finished there
1003 * 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
1004 * checking. 329 * checking.
1022void 347void
1023process_events () 348process_events ()
1024{ 349{
1025 object *op; 350 object *op;
1026 351
1027 static object *marker; 352 static object_ptr marker_;
1028 353
1029 if (!marker) 354 if (!marker_)
1030 marker = object::create (); 355 marker_ = object::create ();
356
357 object *marker = marker_;
1031 358
1032 process_players1 (); 359 process_players1 ();
1033 360
1034 marker->active_next = active_objects; 361 marker->active_next = active_objects;
1035 362
1036 if (marker->active_next) 363 if (marker->active_next)
1037 marker->active_next->active_prev = marker; 364 marker->active_next->active_prev = marker;
1038 365
1039 marker->active_prev = NULL; 366 marker->active_prev = 0;
1040 active_objects = marker; 367 active_objects = marker;
1041 368
1042 while (marker->active_next) 369 while (marker->active_next)
1043 { 370 {
1044 op = marker->active_next; 371 op = marker->active_next;
1061 388
1062 /* Now process op */ 389 /* Now process op */
1063 if (QUERY_FLAG (op, FLAG_FREED)) 390 if (QUERY_FLAG (op, FLAG_FREED))
1064 { 391 {
1065 LOG (llevError, "BUG: process_events(): Free object on list\n"); 392 LOG (llevError, "BUG: process_events(): Free object on list\n");
1066 op->speed = 0; 393 op->set_speed (0);
1067 update_ob_speed (op);
1068 continue; 394 continue;
1069 } 395 }
1070 396
1071 /* 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,
1072 * 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
1086 free (dump); 412 free (dump);
1087 op->destroy (); 413 op->destroy ();
1088 continue; 414 continue;
1089 } 415 }
1090 416
1091 if (!op->speed) 417 if (!op->has_active_speed ())
1092 { 418 {
1093 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 419 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1094 "but is on active list\n", &op->arch->name); 420 "but is on active list\n", op->debug_desc (), op->speed);
1095 update_ob_speed (op); 421 op->set_speed (0);
1096 continue; 422 continue;
1097 } 423 }
1098 424
1099 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 425 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1100 { 426 {
1101 LOG (llevError, "BUG: process_events(): Object without map or " 427 LOG (llevError, "BUG: process_events(): Object without map or "
1102 "inventory is on active list: %s (%d)\n", &op->name, op->count); 428 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1103 op->speed = 0; 429 op->set_speed (0);
1104 update_ob_speed (op);
1105 continue; 430 continue;
1106 } 431 }
1107 432
1108 /* Animate the object. Bug or feature that anim_speed 433 /* Animate the object. Bug or feature that anim_speed
1109 * is based on ticks, and not the creatures speed? 434 * is based on ticks, and not the creatures speed?
1157 active_objects = NULL; 482 active_objects = NULL;
1158 483
1159 process_players2 (); 484 process_players2 ();
1160} 485}
1161 486
1162void
1163clean_tmp_files (void)
1164{
1165 maptile *m, *next;
1166
1167 LOG (llevInfo, "Cleaning up...\n");
1168
1169 /* We save the maps - it may not be intuitive why, but if there are unique
1170 * items, we need to save the map so they get saved off. Perhaps we should
1171 * just make a special function that only saves the unique items.
1172 */
1173 for (m = first_map; m; m = next)
1174 {
1175 next = m->next;
1176
1177 if (m->in_memory == MAP_IN_MEMORY)
1178 {
1179 /* If we want to reuse the temp maps, swap it out (note that will also
1180 * update the log file.
1181 */
1182
1183 swap_map (m);
1184 }
1185 }
1186
1187 write_todclock (); /* lets just write the clock here */
1188}
1189
1190/* clean up everything before exiting */ 487/* clean up everything before exiting */
1191void 488void
1192cleanup (bool make_core) 489emergency_save ()
1193{ 490{
1194 LOG (llevDebug, "Cleanup called.\n"); 491 LOG (llevDebug, "emergency save begin.\n");
1195 492
1196 if (init_done) 493 LOG (llevDebug, "saving players.\n");
494 for_all_players (pl)
495 if (pl->enable_save && pl->ob && pl->ns)
1197 { 496 {
1198 for (player *pl = first_player; pl; pl = pl->next)
1199 pl->save (1); 497 pl->save (true);
498 pl->enable_save = true;
499 }
1200 500
1201 for (player *pl = first_player; pl; pl = pl->next) 501// for_all_players (pl)
1202 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 502// if (pl->ob)
1203 leave_map (pl->ob); 503// pl->ob->remove ();
1204 504
1205 clean_tmp_files (); 505 LOG (llevDebug, "saving maps.\n");
506 maptile::emergency_save ();
507
508 LOG (llevDebug, "saving book archive.\n");
1206 write_book_archive (); 509 write_book_archive ();
1207 510
1208 INVOKE_GLOBAL (CLEANUP); 511 LOG (llevDebug, "emergency save done.\n");
1209 } 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);
1210 520
1211 if (make_core) 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");
551 INVOKE_GLOBAL (CLEANUP);
552
553 LOG (llevDebug, "cleanup done.\n");
554
555 if (make_core)
556 {
557 cleanup_inform (cause, make_core);
1212 abort (); 558 abort ();
559 }
1213 else 560 else
1214 _exit (0); 561 _exit (0);
1215}
1216
1217void
1218leave (player *pl, int draw_exit)
1219{
1220 if (pl)
1221 {
1222 if (pl->ob->type != DEAD_OBJECT)
1223 {
1224 /* If a hidden dm dropped connection do not create
1225 * inconsistencies by showing that they have left the game
1226 */
1227 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1228 && draw_exit)
1229 {
1230 if (pl->ob->map)
1231 {
1232 INVOKE_PLAYER (LOGOUT, pl);
1233 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1234 }
1235
1236 char buf[MAX_BUF];
1237
1238 sprintf (buf, "%s left the game.", &pl->ob->name);
1239 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1240 }
1241
1242 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1243 leave_map (pl->ob);
1244
1245 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1246 }
1247
1248 /* We do this so that the socket handling routine can do the final
1249 * cleanup. We also leave that loop to actually handle the freeing
1250 * of the data.
1251 */
1252 if (pl->ns)
1253 pl->ns->destroy ();
1254
1255 }
1256} 562}
1257 563
1258int 564int
1259forbid_play (void) 565forbid_play (void)
1260{ 566{
1274 580
1275 while (fgets (buf, MAX_BUF, fp)) 581 while (fgets (buf, MAX_BUF, fp))
1276 { 582 {
1277 if (buf[0] == '#') 583 if (buf[0] == '#')
1278 continue; 584 continue;
585
1279 if (!strncmp (buf, "msg", 3)) 586 if (!strncmp (buf, "msg", 3))
1280 { 587 {
1281 if (forbit) 588 if (forbit)
1282 while (fgets (buf, MAX_BUF, fp)) /* print message */ 589 while (fgets (buf, MAX_BUF, fp)) /* print message */
1283 fputs (buf, logfile); 590 fputs (buf, logfile);
1284 break; 591 break;
1285
1286 } 592 }
1287 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)
1288 { 594 {
1289 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 595 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1290 continue; 596 continue;
1304 return 0; 610 return 0;
1305#endif 611#endif
1306} 612}
1307 613
1308/* 614/*
1309 * 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.
1310 * 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
1311 * 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.
1312 * 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
1313 * 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
1314 * 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
1328 tick_the_clock (); 634 tick_the_clock ();
1329 635
1330 if (!(pticks % 7)) 636 if (!(pticks % 7))
1331 shstr::gc (); 637 shstr::gc ();
1332 638
1333 if (!(pticks % 79))
1334 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1335
1336 if (!(pticks % 2503)) 639 if (!(pticks % 2503))
1337 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 640 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1338 641
1339 if (!(pticks % 5003)) 642 if (!(pticks % 5003))
1340 write_book_archive (); 643 write_book_archive ();
1350} 653}
1351 654
1352void 655void
1353server_tick () 656server_tick ()
1354{ 657{
1355 nroferrors = 0;
1356
1357 // first do the user visible stuff 658 // first do the user visible stuff
1358 doeric_server (); 659 doeric_server ();
1359 INVOKE_GLOBAL (CLOCK); 660 INVOKE_GLOBAL (CLOCK);
1360 process_events (); /* "do" something with objects with speed */ 661 process_events (); /* "do" something with objects with speed */
1361 flush_sockets (); 662 flush_sockets ();
1362 663
1363 // then do some bookkeeping, should not really be here 664 // then do some bookkeeping, should not really be here
1364 check_active_maps (); /* Removes unused maps after a certain timeout */
1365 do_specials (); /* Routines called from time to time. */ 665 do_specials (); /* Routines called from time to time. */
1366 object::free_mortals (); 666 attachable::check_mortals ();
1367 667
1368 ++pticks; 668 ++pticks;
1369} 669}
1370 670
1371int 671int
1378 678
1379 initPlugins (); 679 initPlugins ();
1380 680
1381 for (;;) 681 for (;;)
1382 cfperl_main (); 682 cfperl_main ();
1383
1384 // unreached
1385 emergency_save (0);
1386 cleanup ();
1387
1388 return 0;
1389} 683}
684

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