1 | /* |
1 | /* |
2 | * static char *rcsid_main_c = |
2 | * static char *rcsid_main_c = |
3 | * "$Id: main.c,v 1.1.1.2 2006/02/22 18:03:21 elmex Exp $"; |
3 | * "$Id: main.c,v 1.15 2006/08/11 12:21:35 elmex Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
511 | exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
511 | exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
512 | return; |
512 | return; |
513 | } |
513 | } |
514 | *sourcemap++ = '\0'; |
514 | *sourcemap++ = '\0'; |
515 | |
515 | |
516 | /* If we are not coming from a template map, we can use reletive directories |
516 | /* If we are not coming from a template map, we can use relative directories |
517 | * for the map to generate from. |
517 | * for the map to generate from. |
518 | */ |
518 | */ |
519 | if (!exit_ob->map->template) { |
519 | if (!exit_ob->map->template) { |
520 | sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap); |
520 | sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap); |
521 | } |
521 | } |
… | |
… | |
785 | else |
785 | else |
786 | newmap = ready_map_name(EXIT_PATH(exit_ob), 0); |
786 | newmap = ready_map_name(EXIT_PATH(exit_ob), 0); |
787 | } |
787 | } |
788 | if (!newmap) |
788 | if (!newmap) |
789 | { |
789 | { |
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|
790 | if (exit_ob->name) |
790 | new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); |
791 | new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); |
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|
792 | /* don't cry to momma if name is not set - as in tmp objects |
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|
793 | * used by the savebed code and character creation */ |
791 | return; |
794 | return; |
792 | } |
795 | } |
793 | |
796 | |
794 | /* This supports the old behaviour, but it really should not be used. |
797 | /* This supports the old behaviour, but it really should not be used. |
795 | * I will note for example that with this method, it is impossible to |
798 | * I will note for example that with this method, it is impossible to |
… | |
… | |
936 | if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { |
939 | if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { |
937 | /* Don't save the player on unholy ground. Instead, increase the |
940 | /* Don't save the player on unholy ground. Instead, increase the |
938 | * tick time so it will be about 10 seconds before we try and save |
941 | * tick time so it will be about 10 seconds before we try and save |
939 | * again. |
942 | * again. |
940 | */ |
943 | */ |
941 | if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { |
944 | // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { |
942 | pl->last_save_tick += 100; |
945 | // pl->last_save_tick += 100; |
943 | } else { |
946 | // } else { |
944 | save_player(pl->ob,1); |
947 | save_player(pl->ob,1); |
945 | pl->last_save_tick = pticks; |
948 | pl->last_save_tick = pticks; |
946 | } |
949 | // } |
947 | } |
950 | } |
948 | #endif |
951 | #endif |
949 | } /* end of for loop for all the players */ |
952 | } /* end of for loop for all the players */ |
950 | } /* for flag */ |
953 | } /* for flag */ |
951 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
954 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
… | |
… | |
1086 | continue; |
1089 | continue; |
1087 | |
1090 | |
1088 | /* Animate the object. Bug of feature that andim_speed |
1091 | /* Animate the object. Bug of feature that andim_speed |
1089 | * is based on ticks, and not the creatures speed? |
1092 | * is based on ticks, and not the creatures speed? |
1090 | */ |
1093 | */ |
1091 | if (op->anim_speed && op->last_anim >= op->anim_speed) { |
1094 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
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|
1095 | { |
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|
1096 | if ((op->type==PLAYER)||(op->type==MONSTER)) |
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|
1097 | animate_object(op, op->facing); |
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|
1098 | else |
1092 | animate_object (op, op->direction); |
1099 | animate_object (op, op->direction); |
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|
1100 | |
1093 | op->last_anim = 1; |
1101 | op->last_anim = 1; |
1094 | } else { |
1102 | } |
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|
1103 | else |
1095 | op->last_anim++; |
1104 | op->last_anim++; |
1096 | } |
|
|
1097 | |
1105 | |
1098 | if (op->speed_left > 0) { |
1106 | if (op->speed_left > 0) { |
1099 | #if 0 |
1107 | #if 0 |
1100 | /* I've seen occasional crashes in move_symptom() with it |
1108 | /* I've seen occasional crashes in move_symptom() with it |
1101 | * crashing because op is removed - add some debugging to |
1109 | * crashing because op is removed - add some debugging to |
… | |
… | |
1184 | #endif |
1192 | #endif |
1185 | exit(0); |
1193 | exit(0); |
1186 | } |
1194 | } |
1187 | |
1195 | |
1188 | void leave(player *pl, int draw_exit) { |
1196 | void leave(player *pl, int draw_exit) { |
1189 | char buf[MAX_BUF]; |
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|
1190 | |
|
|
1191 | if (pl!=NULL) { |
1197 | if (pl != NULL) { |
1192 | /* We do this so that the socket handling routine can do the final |
1198 | /* We do this so that the socket handling routine can do the final |
1193 | * cleanup. We also leave that loop to actually handle the freeing |
1199 | * cleanup. We also leave that loop to actually handle the freeing |
1194 | * of the data. |
1200 | * of the data. |
1195 | */ |
1201 | */ |
1196 | if (draw_exit==0) |
1202 | if (pl->ob->type != DEAD_OBJECT) |
1197 | { |
1203 | { |
1198 | } |
1204 | execute_global_event (EVENT_LOGOUT, pl, pl->socket.host); |
1199 | pl->socket.status=Ns_Dead; |
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|
1200 | LOG(llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, |
1205 | LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host); |
1201 | pl->socket.host); |
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|
1202 | |
1206 | |
1203 | (void) sprintf(buf,"%s left the game.",pl->ob->name); |
1207 | pl->socket.status = Ns_Dead; |
1204 | if (pl->ob->map) { |
1208 | |
1205 | if (pl->ob->map->in_memory==MAP_IN_MEMORY) |
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|
1206 | pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map); |
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|
1207 | pl->ob->map->players--; |
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|
1208 | pl->ob->map=NULL; |
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|
1209 | } |
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|
1210 | pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
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|
1211 | } |
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|
1212 | /* If a hidden dm dropped connection do not create |
1209 | /* If a hidden dm dropped connection do not create |
1213 | * inconsistencies by showing that they have left the game |
1210 | * inconsistencies by showing that they have left the game |
1214 | */ |
1211 | */ |
1215 | if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) && |
1212 | if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) |
1216 | (pl!=NULL && draw_exit) && |
1213 | && draw_exit |
1217 | (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) |
1214 | && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) |
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|
1215 | { |
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|
1216 | char buf[MAX_BUF]; |
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|
1217 | sprintf (buf, "%s left the game.", pl->ob->name); |
1218 | new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); |
1218 | new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); |
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|
1219 | } |
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|
1220 | |
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|
1221 | if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
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|
1222 | leave_map (pl->ob); |
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|
1223 | |
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|
1224 | pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
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|
1225 | } |
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|
1226 | } |
1219 | } |
1227 | } |
1220 | |
1228 | |
1221 | int forbid_play(void) |
1229 | int forbid_play(void) |
1222 | { |
1230 | { |
1223 | #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) |
1231 | #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) |
… | |
… | |
1336 | doeric_server(); |
1344 | doeric_server(); |
1337 | process_events(NULL); /* "do" something with objects with speed */ |
1345 | process_events(NULL); /* "do" something with objects with speed */ |
1338 | cftimer_process_timers();/* Process the crossfire Timers */ |
1346 | cftimer_process_timers();/* Process the crossfire Timers */ |
1339 | /* Lauwenmark : Here we handle the CLOCK global event */ |
1347 | /* Lauwenmark : Here we handle the CLOCK global event */ |
1340 | execute_global_event(EVENT_CLOCK); |
1348 | execute_global_event(EVENT_CLOCK); |
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|
1349 | flush_sockets(); |
1341 | check_active_maps(); /* Removes unused maps after a certain timeout */ |
1350 | check_active_maps(); /* Removes unused maps after a certain timeout */ |
1342 | do_specials(); /* Routines called from time to time. */ |
1351 | do_specials(); /* Routines called from time to time. */ |
1343 | |
1352 | |
1344 | sleep_delta(); /* Slepp proper amount of time before next tick */ |
1353 | sleep_delta(); /* Slepp proper amount of time before next tick */ |
1345 | } |
1354 | } |