Difference for server/main.c from version 1.115 to 1.116


version 1.115 version 1.116
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Line 1
 /*  /*
  * static char *rcsid_main_c =   * static char *rcsid_main_c =
  *    "$Id: main.c,v 1.115 2006/05/05 09:47:40 ryo_saeba Exp $";   *    "$Id: main.c,v 1.116 2006/06/01 19:07:08 tchize Exp $";
  */   */
   
 /*  /*
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Line 27
 */  */
   
 #include <global.h>  #include <global.h>
 #include <object.h>  
 #include <tod.h>  
   
 #ifdef HAVE_DES_H  
 #include <des.h>  
 #else  
 #  ifdef HAVE_CRYPT_H  
 #  include <crypt.h>  
 #  endif  
 #endif  
   
 #ifndef __CEXTRACT__  
 #include <sproto.h>  #include <sproto.h>
 #endif  
   
 #ifdef HAVE_TIME_H  
 #include <time.h>  
 #endif  
   
 #include <../random_maps/random_map.h>  
 #include <../random_maps/rproto.h>  
 #include "path.h"  
   
 static void process_active_maps(void);  
 static void process_events (mapstruct *map);  
   
 static char days[7][4] = {  
   "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};  
   
 void version(object *op) {  
   if(op!=NULL)  
     clear_win_info(op);  
   
   new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION);  
   
 /* If in a socket, don't print out the list of authors.  It confuses the  
  * crossclient program.  
  */  
   if (op==NULL) return;  
   new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:");  
   new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)");  
   new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)");  
   new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");  
   new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)");  
   new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)");  
   new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)");  
   new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)");  
   new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)");  
   new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");  
   new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");  
   new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)");  
   new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)");  
   new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)");  
   new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");  
   new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");  
   new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)");  
   new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)");  
   new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)");  
   new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)");  
   new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)");  
   new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)");  
   new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)");  
   new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)");  
   new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)");  
   new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)");  
   new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)");  
   new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");  
   new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)");  
   new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)");  
   new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)");  
   new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)");  
   new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)");  
   new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)");  
   new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)");  
   new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)");  
   new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");  
   new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)");  
   new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)");  
   new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David       [david.delbecq@mailandnews.com]");  
   new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann      [yann.chachkoff@mailandnews.com]\n");  
   new_draw_info(NDI_UNIQUE, 0,op,"Images and art:");  
   new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner");  
   new_draw_info(NDI_UNIQUE, 0,op,"David Gervais       [david_eg@mail.com]");  
   new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura   [ita@gold.koma.jaeri.go.jp]");  
   new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");  
   new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg      [maxmc@telia.com]");  
   new_draw_info(NDI_UNIQUE, 0,op,"And many more!");  
 }  
   
 static void info_keys(object *op) {  
   clear_win_info(op);  
   new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");  
   new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");  
   new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");  
   new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");  
   new_draw_info(NDI_UNIQUE, 0,op,"\"  = speak        ' = extended command");  
   new_draw_info(NDI_UNIQUE, 0,op,"i  = inventory    , = get         : = look");  
   new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate       d = drop        ? = help");  
   new_draw_info(NDI_UNIQUE, 0,op,"a  = apply        A = apply below t = throw");  
   new_draw_info(NDI_UNIQUE, 0,op,"e  = examine      E = exa below   @ = autopick");  
   new_draw_info(NDI_UNIQUE, 0,op,"C  = configure    s = brace       v = version");  
   new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");  
   new_draw_info(NDI_UNIQUE, 0,op,"x  = change inventory type");  
   new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine,  M = apply,  R = drop/get");  
   new_draw_info(NDI_UNIQUE, 0,op,"'help  = info about extended commands.");  
   new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh   Ctrl-C = clear");  
   new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");  
   new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");  
 }  
   
 void start_info(object *op) {  
   char buf[MAX_BUF];  
   
   sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);  
   new_draw_info(NDI_UNIQUE, 0,op,buf);  
   new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");  
   new_draw_info(NDI_UNIQUE, 0,op," ");  
   new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,  
  "%s entered the game.",op->name);  
   if(!op->contr->name_changed) {  
     new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");  
     new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");  
     new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");  
   }  
 }  
   
 /**  
  * Really, there is no reason to crypt the passwords  any system.  But easier  
  * to just leave this enabled for backward compatibility.  Put the  
  * simple case at top - no encryption - makes it easier to read.  
  */  
 char *crypt_string(char *str, char *salt) {  
 #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))  
     return(str);  
 #else  
     static const char *c=  
  "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";  
     char s[2];  
   
     if(salt==NULL)  
  s[0]= c[RANDOM() % (int)strlen(c)],  
  s[1]= c[RANDOM() % (int)strlen(c)];  
     else  
  s[0]= salt[0],  
  s[1]= salt[1];  
   
 #  ifdef HAVE_LIBDES  
     return (char*)des_crypt(str,s);  
 #  endif  
     /* Default case - just use crypt */  
     return (char*)crypt(str,s);  
 #endif  
 }  
   
 int check_password(char *typed,char *crypted) {  
   return !strcmp(crypt_string(typed,crypted),crypted);  
 }  
   
 /**  
  * This is a basic little function to put the player back to his  
  * savebed.  We do some error checking - its possible that the  
  * savebed map may no longer exist, so we make sure the player  
  * goes someplace.  
  */  
 void enter_player_savebed(object *op)  
 {  
     mapstruct *oldmap = op->map;  
     object  *tmp;  
   
     tmp=get_object();  
   
     EXIT_PATH(tmp) = add_string(op->contr->savebed_map);  
     EXIT_X(tmp) = op->contr->bed_x;  
     EXIT_Y(tmp) = op->contr->bed_y;  
     enter_exit(op,tmp);  
     /* If the player has not changed maps and the name does not match  
      * that of the savebed, his savebed map is gone.  Lets go back  
      * to the emergency path.  Update what the players savebed is  
      * while we're at it.  
      */  
     if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {  
  LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",  
      settings.emergency_mapname, op->name, op->contr->savebed_map);  
  strcpy(op->contr->savebed_map, settings.emergency_mapname);  
  op->contr->bed_x = settings.emergency_x;  
  op->contr->bed_y = settings.emergency_y;  
  free_string(op->contr->savebed_map);  
  EXIT_PATH(tmp) = add_string(op->contr->savebed_map);  
  EXIT_X(tmp) = op->contr->bed_x;  
  EXIT_Y(tmp) = op->contr->bed_y;  
  enter_exit(op,tmp);  
     }  
     free_object(tmp);  
 }  
   
 /**  
  * All this really is is a glorified remove_object that also updates  
  * the counts on the map if needed.  
  */  
 void leave_map(object *op)  
 {  
     mapstruct *oldmap = op->map;  
   
     remove_ob(op);  
   
     if (oldmap) {  
  if (!op->contr->hidden)  
      oldmap->players--;  
  if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */  
      set_map_timeout(oldmap);  
  }  
     }  
 }  
   
 /**  
  *  enter_map():  Moves the player and pets from current map (if any) to  
  * new map.  map, x, y must be set.  map is the map we are moving the  
  * player to - it could be the map he just came from if the load failed for  
  * whatever reason.  If default map coordinates are to be used, then  
  * the function that calls this should figure them out.  
  */  
 static void enter_map(object *op, mapstruct *newmap, int x, int y) {  
     mapstruct *oldmap = op->map;  
   
     if (out_of_map(newmap, x, y)) {  
  LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n",  
      newmap->path, x, y);  
  x=MAP_ENTER_X(newmap);  
  y=MAP_ENTER_Y(newmap);  
  if (out_of_map(newmap, x, y)) {  
      LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",  
  newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));  
      new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed");  
      return;  
  }  
     }  
     /* try to find a spot for the player */  
     if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */  
  /* We try to find a spot for the player, starting closest in.  
  * We could use find_first_free_spot, but that doesn't randomize it at all,  
  * So for example, if the north space is free, you would always end up there even  
  * if other spaces around are available.  
  * Note that for the second and third calls, we could start at a position other  
  * than one, but then we could end up on the other side of walls and so forth.  
  */  
  int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);  
  if (i==-1) {  
      i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);  
      if (i==-1)  
  i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);  
  }  
  if (i != -1 ) {  
      x += freearr_x[i];  
      y += freearr_y[i];  
  } else {  
      /* not much we can do in this case. */  
      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);  
  }  
     } /* end if looking for free spot */  
    
   
     /* If it is a player login, he has yet to be inserted anyplace.  
      * otherwise, we need to deal with removing the playe here.  
      */  
     if(!QUERY_FLAG(op, FLAG_REMOVED))  
  remove_ob(op);  
     if (op->map!=NULL)  
     {  
         /* Lauwenmark : Here we handle the MAPLEAVE global event */  
         execute_global_event(EVENT_MAPLEAVE, op);  
     }  
     /* remove_ob clears these so they must be reset after the remove_ob call */  
     op->x = x;  
     op->y = y;  
     op->map = newmap;  
     insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);  
   
     /* Lauwenmark : Here we handle the MAPENTER global event */  
     execute_global_event(EVENT_MAPENTER, op);  
   
     if (!op->contr->hidden)  
  newmap->players++;  
   
     newmap->timeout=0;  
     op->enemy = NULL;  
   
     if (op->contr) {  
  strcpy(op->contr->maplevel, newmap->path);  
  op->contr->count=0;  
     }  
   
     /* Update any golems */  
     if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {  
  int i = find_free_spot(op->contr->ranges[range_golem],newmap,  
         x, y, 1, SIZEOFFREE);  
  remove_ob(op->contr->ranges[range_golem]);  
  if (i==-1) {  
      remove_friendly_object(op->contr->ranges[range_golem]);  
      free_object(op->contr->ranges[range_golem]);  
      op->contr->ranges[range_golem]=NULL;  
      op->contr->golem_count=0;  
  }  
  else {  
      object *tmp;  
      for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {  
  tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);  
  tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);  
  tmp->map = newmap;  
      }  
      insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);  
      op->contr->ranges[range_golem]->direction =   
  find_dir_2(op->x - op->contr->ranges[range_golem]->x,   
     op->y - op->contr->ranges[range_golem]->y);  
  }  
     }  
     op->direction=0;  
   
     /* since the players map is already loaded, we don't need to worry  
      * about pending objects.  
      */  
     remove_all_pets(newmap);  
   
     /* If the player is changing maps, we need to do some special things  
      * Do this after the player is on the new map - otherwise the force swap of the  
      * old map does not work.  
      */  
     if (oldmap != newmap) {  
         if (oldmap) /* adjust old map */  
         {  
             oldmap->players--;  
   
             if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */  
          set_map_timeout(oldmap);  
         }  
     }  
     swap_below_max (newmap->path);  
   
     if( op->type == PLAYER)  
         map_newmap_cmd(op->contr);  
 }  
   
 void set_map_timeout(mapstruct *oldmap)  
 {  
 #if MAP_MAXTIMEOUT  
     oldmap->timeout = MAP_TIMEOUT(oldmap);  
     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is  
      * lower than the min value.  
      */  
 #if MAP_MINTIMEOUT  
     if (oldmap->timeout < MAP_MINTIMEOUT) {  
  oldmap->timeout = MAP_MINTIMEOUT;  
     }  
 #endif  
     if (oldmap->timeout > MAP_MAXTIMEOUT) {  
  oldmap->timeout = MAP_MAXTIMEOUT;  
     }  
 #else  
     /* save out the map */  
     swap_map(oldmap);  
 #endif /* MAP_MAXTIMEOUT */  
 }  
   
   
 /**  
  * clean_path takes a path and replaces all / with _  
  * We do a strcpy so that we do not change the original string.  
  */  
 static char *clean_path(const char *file)  
 {  
     static char newpath[MAX_BUF],*cp;  
   
     strncpy(newpath, file, MAX_BUF-1);  
     newpath[MAX_BUF-1]='\0';  
     for (cp=newpath; *cp!='\0'; cp++) {  
  if (*cp=='/') *cp='_';  
     }  
     return newpath;  
 }  
   
   
 /**  
  * unclean_path takes a path and replaces all _ with /  
  * This basically undoes clean path.  
  * We do a strcpy so that we do not change the original string.  
  * We are smart enough to start after the last / in case we  
  * are getting passed a string that points to a unique map  
  * path.  
  */  
 static char *unclean_path(const char *src)  
 {  
     static char newpath[MAX_BUF],*cp;  
   
     cp=strrchr(src, '/');  
     if (cp)  
  strncpy(newpath, cp+1, MAX_BUF-1);  
     else  
  strncpy(newpath, src, MAX_BUF-1);  
     newpath[MAX_BUF-1]='\0';  
   
     for (cp=newpath; *cp!='\0'; cp++) {  
  if (*cp=='_') *cp='/';  
     }  
     return newpath;  
 }  
   
   
 /**  
  * The player is trying to enter a randomly generated map.  In this case, generate the  
  * random map as needed.  
  */  
   
 static void enter_random_map(object *pl, object *exit_ob)  
 {  
     mapstruct *new_map;  
     char newmap_name[HUGE_BUF], *cp;  
     static int reference_number = 0;  
     RMParms rp;  
   
     memset(&rp, 0, sizeof(RMParms));  
     rp.Xsize=-1;  
     rp.Ysize=-1;  
     rp.region=get_region_by_map(exit_ob->map);  
     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);  
     rp.origin_x = exit_ob->x;  
     rp.origin_y = exit_ob->y;  
     strcpy(rp.origin_map, pl->map->path);  
   
     /* If we have a final_map, use it as a base name to give some clue  
      * as where the player is.  Otherwise, use the origin map.  
      * Take the last component (after the last slash) to give  
      * shorter names without bogus slashes.  
      */  
     if (rp.final_map[0]) {  
  cp = strrchr(rp.final_map, '/');  
  if (!cp) cp = rp.final_map;  
     } else {  
  char buf[HUGE_BUF];  
   
  cp = strrchr(rp.origin_map, '/');  
  if (!cp) cp = rp.origin_map;  
  /* Need to strip of any trailing digits, if it has them */  
  strcpy(buf, cp);  
  while (isdigit(buf[strlen(buf) - 1]))  
      buf[strlen(buf) - 1] = 0;  
  cp = buf;  
     }  
   
     sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);  
   
     /* now to generate the actual map. */  
     new_map=generate_random_map(newmap_name,&rp);  
   
     /* Update the exit_ob so it now points directly at the newly created  
      * random maps.  Not that it is likely to happen, but it does mean that a  
      * exit in a unique map leading to a random map will not work properly.  
      * It also means that if the created random map gets reset before  
      * the exit leading to it, that the exit will no longer work.  
      */  
     if(new_map) {  
  int x, y;  
  x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);  
  y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);  
  EXIT_PATH(exit_ob) = add_string(newmap_name);  
  strcpy(new_map->path, newmap_name);  
  enter_map(pl, new_map, x, y);  
     }  
 }  
   
 /**  
  * The player is trying to enter a non-randomly generated template map.  In this  
  * case, use a map file for a template  
  */  
   
 static void enter_fixed_template_map(object *pl, object *exit_ob)  
 {  
     mapstruct *new_map;  
     char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;  
     const char *new_map_name;  
       
     /* Split the exit path string into two parts, one  
      * for where to store the map, and one for were  
      * to generate the map from.  
      */  
     snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);  
     sourcemap = strchr(exitpath, '!');  
     if (!sourcemap) {  
  new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);  
  /* Should only occur when no source map is set.  
  */  
  LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",  
      exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);  
         return;  
     }  
     *sourcemap++ = '\0';  
       
     /* If we are not coming from a template map, we can use reletive directories  
      * for the map to generate from.  
      */  
     if (!exit_ob->map->template) {  
         sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);  
     }  
       
     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord  
      * of the exit, and the name of the map the exit is on, respectively.  
      */  
     sprintf(tmpnum ,"%d", exit_ob->x);  
     replace(exitpath, "%x", tmpnum, resultname,  sizeof(resultname));  
       
     sprintf(tmpnum ,"%d", exit_ob->y);  
     sprintf(tmpstring, "%s", resultname);  
     replace(tmpstring, "%y", tmpnum, resultname,  sizeof(resultname));  
       
     sprintf(tmpstring, "%s", resultname);  
     replace(tmpstring, "%n", exit_ob->map->name, resultname,  sizeof(resultname));  
       
     /* If we are coming from another template map, use reletive paths unless   
      * indicated otherwise.  
      */  
     if (exit_ob->map->template && (resultname[0] != '/')) {  
         new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);  
     } else {  
         new_map_name = create_template_pathname(resultname);  
     }  
       
     /* Attempt to load the map, if unable to, then  
      * create the map from the template.  
      */  
     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);  
     if (!new_map) {  
         new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);  
         if (new_map) fix_auto_apply(new_map);  
     }  
       
     if (new_map) {  
         /* set the path of the map to where it should be  
          * so we don't just save over the source map.  
          */  
         strcpy(new_map->path, new_map_name);  
  new_map->template = 1;  
         enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));  
     } else {  
  new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);  
  /* Should only occur when an invalid source map is set.  
  */  
  LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",  
      exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);  
     }  
 }  
   
   
 /**  
  * The player is trying to enter a randomly generated template map.  In this  
  * case, generate the map as needed.  
  */  
   
 static void enter_random_template_map(object *pl, object *exit_ob)  
 {  
     mapstruct *new_map;  
     char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];  
     const char *new_map_name;  
     RMParms rp;  
       
     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord  
      * of the exit, and the name of the map the exit is on, respectively.  
      */  
     sprintf(tmpnum ,"%d", exit_ob->x);  
     replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname,  sizeof(resultname));  
       
     sprintf(tmpnum ,"%d", exit_ob->y);  
     sprintf(tmpstring, "%s", resultname);  
     replace(tmpstring, "%y", tmpnum, resultname,  sizeof(resultname));  
       
     sprintf(tmpstring, "%s", resultname);  
     replace(tmpstring, "%n", exit_ob->map->name, resultname,  sizeof(resultname));  
       
     /* If we are coming from another template map, use reletive paths unless   
      * indicated otherwise.  
      */  
     if (exit_ob->map->template && (resultname[0] != '/')) {  
         new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);  
     } else {  
         new_map_name = create_template_pathname(resultname);  
     }  
   
     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);  
     if (!new_map) {  
  memset(&rp, 0, sizeof(RMParms));  
  rp.Xsize=-1;  
  rp.Ysize=-1;  
  rp.region=get_region_by_map(exit_ob->map);  
  if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);  
  rp.origin_x = exit_ob->x;  
  rp.origin_y = exit_ob->y;  
  strcpy(rp.origin_map, pl->map->path);  
    
  /* now to generate the actual map. */  
  new_map=generate_random_map(new_map_name,&rp);  
     }  
   
   
     /* Update the exit_ob so it now points directly at the newly created  
      * random maps.  Not that it is likely to happen, but it does mean that a  
      * exit in a unique map leading to a random map will not work properly.  
      * It also means that if the created random map gets reset before  
      * the exit leading to it, that the exit will no longer work.  
      */  
     if(new_map) {  
  int x, y;  
  x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);  
  y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);  
  new_map->template = 1;  
  enter_map(pl, new_map, x, y);  
     }  
 }  
   
   
 /**  
  * Code to enter/detect a character entering a unique map.  
  */  
 static void enter_unique_map(object *op, object *exit_ob)  
 {  
     char apartment[HUGE_BUF];  
     mapstruct *newmap;  
   
     if (EXIT_PATH(exit_ob)[0]=='/') {  
  sprintf(apartment, "%s/%s/%s/%s", settings.localdir,  
      settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));  
  newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);  
  if (!newmap) {  
      newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);  
      if (newmap) fix_auto_apply(newmap);  
  }  
     } else { /* relative directory */  
  char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;  
   
  if (exit_ob->map->unique) {  
   
      strcpy(reldir, unclean_path(exit_ob->map->path));  
   
      /* Need to copy this over, as clean_path only has one static return buffer */  
      strcpy(tmpc, clean_path(reldir));  
      /* Remove final component, if any */   
      if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;  
   
      sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,  
      settings.playerdir, op->name, tmpc,  
      clean_path(EXIT_PATH(exit_ob)));  
   
      newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);  
      if (!newmap) {  
  newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);  
  if (newmap) fix_auto_apply(newmap);  
      }  
  }  
  else {  
      /* The exit is unique, but the map we are coming from is not unique.  So  
       * use the basic logic - don't need to demangle the path name  
       */  
      sprintf(apartment, "%s/%s/%s/%s", settings.localdir,  
      settings.playerdir, op->name,   
      clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));  
      newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);  
      if (!newmap) {  
  newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);  
  if (newmap) fix_auto_apply(newmap);  
      }  
  }  
     }  
   
     if (newmap) {  
  strcpy(newmap->path, apartment);  
  newmap->unique = 1;  
  enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));  
     } else {  
  new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);  
  /* Perhaps not critical, but I would think that the unique maps  
  * should be new enough this does not happen.  This also creates  
  * a strange situation where some players could perhaps have visited  
  * such a map before it was removed, so they have the private  
  * map, but other players can't get it anymore.  
  */  
  LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",  
      exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);  
     }  
    
 }  
   
   
 /**  
  * Tries to move 'op' to exit_ob.  op is the character or monster that is  
  * using the exit, where exit_ob is the exit object (boat, door, teleporter,  
  * etc.)  if exit_ob is null, then op->contr->maplevel contains that map to  
  * move the object to.  This is used when loading the player.  
  *  
  * Largely redone by MSW 2001-01-21 - this function was overly complex  
  * and had some obscure bugs.  
  */  
   
 void enter_exit(object *op, object *exit_ob) {  
     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */  
     object *tmp;  
     /* It may be nice to support other creatures moving across  
      * exits, but right now a lot of the code looks at op->contr,  
      * so thta is an RFE.  
      */  
     if (op->type != PLAYER) return;  
   
     /* Need to remove player from transport */  
     if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);  
   
     /* First, lets figure out what map the player is going to go to */  
     if (exit_ob){   
   
  /* check to see if we make a template map */  
  if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {  
             if (EXIT_PATH(exit_ob)[2]=='!') {  
                /* generate a template map randomly */  
                 enter_random_template_map(op, exit_ob);  
             } else {  
                /* generate a template map from a fixed template */  
                 enter_fixed_template_map(op, exit_ob);  
             }  
  }  
        /* check to see if we make a randomly generated map */  
  else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {  
      enter_random_map(op, exit_ob);  
  }  
  else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {  
      enter_unique_map(op, exit_ob);  
  } else {  
      int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);  
      /* 'Normal' exits that do not do anything special  
       * Simple enough we don't need another routine for it.  
       */  
      mapstruct *newmap;  
      if (exit_ob->map) {  
  newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);  
  /* Random map was previously generated, but is no longer about.  Lets generate a new  
  * map.  
  */  
  if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {  
      /* Maps that go down have a message set.  However, maps that go  
       * up, don't.  If the going home has reset, there isn't much  
       * point generating a random map, because it won't match the maps.  
       */  
      if (exit_ob->msg) {  
  enter_random_map(op, exit_ob);  
      } else {  
  new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);  
  return;  
      }  
   
      /* For exits that cause damages (like pits).  Don't know if any  
       * random maps use this or not.  
       */  
      if(exit_ob->stats.dam && op->type==PLAYER)  
  hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);  
      return;  
  }  
      } else {  
  /* For word of recall and other force objects  
  * They contain the full pathname of the map to go back to,  
  * so we don't need to normalize it.  
  * But we do need to see if it is unique or not   
  */  
  if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))  
      newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);  
  else  
      newmap = ready_map_name(EXIT_PATH(exit_ob), 0);  
      }  
             if (!newmap)  
             {  
  new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);  
  return;  
      }  
   
      /* This supports the old behaviour, but it really should not be used.  
       * I will note for example that with this method, it is impossible to  
       * set 0,0 destination coordinates.  Really, if we want to support  
       * using the new maps default coordinates, the exit ob should use  
       * something like -1, -1 so it is clear to do that.  
       */  
      if (x==0 && y==0) {  
  x=MAP_ENTER_X(newmap);  
  y=MAP_ENTER_Y(newmap);  
  LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",  
      exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,   
      exit_ob->map?exit_ob->map->path:"(none)");  
      }  
   
             /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */  
             if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {  
               /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */  
               for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {  
                 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;  
               }  
               if(tmp) {  
                 remove_ob(tmp);  
                 free_object(tmp);  
               }  
    
               strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));  
               op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);  
               save_player(op, 1);  
               /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",  
                * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,    
                * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */  
             }  
   
      enter_map(op, newmap, x, y);  
  }  
  /* For exits that cause damages (like pits) */  
  if(exit_ob->stats.dam && op->type==PLAYER)  
      hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);  
     } else {  
  int flags = 0;  
  mapstruct *newmap;  
   
   
  /* Hypothetically, I guess its possible that a standard map matches  
  * the localdir, but that seems pretty unlikely - unlikely enough that  
  * I'm not going to attempt to try to deal with that possibility.  
  * We use the fact that when a player saves on a unique map, it prepends  
  * the localdir to that name.  So its an easy way to see of the map is  
  * unique or not.  
  */  
  if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))  
      flags = MAP_PLAYER_UNIQUE;  
   
  /* newmap returns the map (if already loaded), or loads it for  
  * us.  
  */  
  newmap = ready_map_name(op->contr->maplevel, flags);  
         if (!newmap)  
         {  
             LOG(llevError,  
                 "enter_exit: Pathname to map does not exist! (%s)\n",  
                 op->contr->maplevel);  
      newmap = ready_map_name(settings.emergency_mapname, 0);  
      op->x = settings.emergency_x;  
      op->y = settings.emergency_y;  
      /* If we can't load the emergency map, something is probably really  
       * screwed up, so bail out now.  
       */  
      if (!newmap) {  
  LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");  
  abort();  
      }  
  }  
  enter_map(op, newmap, op->x, op->y);  
     }  
 }  
   
 /**  
  * process_active_maps(): Works like process_events(), but it only  
  * processes maps which a player is on.  
  * It will check that it isn't called too often, and abort  
  * if time since last call is less than MAX_TIME.  
  */  
   
 static void process_active_maps(void) {  
   mapstruct *map;  
   
   
     /*  
      * If enough time has elapsed, do some work.  
      */  
     if(enough_elapsed_time()) {  
  for(map=first_map;map!=NULL;map=map->next) {  
      if(map->in_memory == MAP_IN_MEMORY) {  
  if(players_on_map(map,TRUE))  
      process_events(map);  
      }  
  }  
     }  
 }  
   
 /**  
  * process_players1 and process_players2 do all the player related stuff.  
  * I moved it out of process events and process_map.  This was to some  
  * extent for debugging as well as to get a better idea of the time used  
  * by the various functions.  process_players1() does the processing before  
  * objects have been updated, process_players2() does the processing that  
  * is needed after the players have been updated.  
  */  
   
 static void process_players1(mapstruct *map)  
 {  
     int flag;  
     player *pl,*plnext;  
   
     /* Basically, we keep looping until all the players have done their actions. */  
     for(flag=1;flag!=0;) {  
  flag=0;  
  for(pl=first_player;pl!=NULL;pl=plnext) {  
      plnext=pl->next; /* In case a player exits the game in handle_player() */  
   
      if (pl->ob == NULL) continue;  
   
      if (map!=NULL && pl->ob->map!=map) continue;  
   
             if(pl->ob->speed_left>0) {  
  if (handle_newcs_player(pl->ob))  
      flag=1;  
      } /* end if player has speed left */  
   
      /* If the player is not actively playing, don't make a  
       * backup save - nothing to save anyway.  Plus, the  
       * map may not longer be valid.  This can happen when the  
       * player quits - they exist for purposes of tracking on the map,  
       * but don't actually reside on any actual map.  
       */  
      if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;  
   
 #ifdef AUTOSAVE  
      /* check for ST_PLAYING state so that we don't try to save off when  
       * the player is logging in.  
       */  
      if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {  
  /* Don't save the player on unholy ground.  Instead, increase the  
  * tick time so it will be about 10 seconds before we try and save  
  * again.  
  */  
  if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {  
      pl->last_save_tick += 100;  
  } else {  
      save_player(pl->ob,1);  
      pl->last_save_tick = pticks;  
  }  
      }  
 #endif  
  } /* end of for loop for all the players */  
     } /* for flag */  
     for(pl=first_player;pl!=NULL;pl=pl->next) {  
  if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))  
      continue;  
  if (settings.casting_time == TRUE) {  
      if (pl->ob->casting_time > 0){  
  pl->ob->casting_time--;  
  pl->ob->start_holding = 1;  
      }  
      /* set spell_state so we can update the range in stats field */  
      if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){  
  pl->ob->start_holding = 0;  
      }  
  }  
  do_some_living(pl->ob);  
 /* draw(pl->ob);*/ /* updated in socket code */  
     }  
 }  
   
 static void process_players2(mapstruct *map)  
 {  
     player *pl;  
   
     /* Then check if any players should use weapon-speed instead of speed */  
     for(pl=first_player;pl!=NULL;pl=pl->next) {  
  if (map!=NULL) {  
      if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))  
  continue;  
      else if(pl->loading != NULL) /* Player is blocked */  
  pl->ob->speed_left -= pl->ob->speed;  
      if (pl->ob->map!=map) continue;  
  }  
   
  /* The code that did weapon_sp handling here was out of place -  
  * this isn't called until after the player has finished there  
  * actions, and is thus out of place.  All we do here is bounds  
  * checking.  
  */  
  if (pl->has_hit) {  
      if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;  
   
      /* This needs to be here - if the player is running, we need to  
       * clear this each tick, but new commands are not being received  
       * so execute_newserver_command() is never called  
       */  
      pl->has_hit=0;  
   
  } else if (pl->ob->speed_left>pl->ob->speed)  
      pl->ob->speed_left = pl->ob->speed;  
     }  
 }  
   
 #define SPEED_DEBUG  
   
   
 static void process_events (mapstruct *map)  
 {  
     object *op;  
     object marker;  
     tag_t tag;  
   
     process_players1 (map);  
   
     memset(&marker, 0, sizeof(object));  
     /* Put marker object at beginning of active list */  
     marker.active_next = active_objects;  
   
     if (marker.active_next)  
  marker.active_next->active_prev = &marker;  
     marker.active_prev = NULL;  
     active_objects = &marker;  
    
     while (marker.active_next) {  
  op = marker.active_next;  
  tag = op->count;  
   
  /* Move marker forward - swap op and marker */  
  op->active_prev = marker.active_prev;  
   
  if (op->active_prev)  
      op->active_prev->active_next = op;  
  else  
      active_objects = op;  
   
  marker.active_next = op->active_next;  
   
  if (marker.active_next)  
      marker.active_next->active_prev = &marker;  
  marker.active_prev = op;  
  op->active_next = &marker;  
   
  /* Now process op */  
  if (QUERY_FLAG (op, FLAG_FREED)) {  
      LOG (llevError, "BUG: process_events(): Free object on list\n");  
      op->speed = 0;  
      update_ob_speed (op);  
      continue;  
  }  
   
  /* I've seen occasional crashes due to this - the object is removed,  
  * and thus the map it points to (last map it was on) may be bogus  
  * The real bug is to try to find out the cause of this - someone  
  * is probably calling remove_ob without either an insert_ob or  
  * free_object afterwards, leaving an object dangling.  But I'd  
  * rather log this and continue on instead of crashing.  
  * Don't remove players - when a player quits, the object is in  
          * sort of a limbo, of removed, but something we want to keep  
  * around.  
  */  
  if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&   
      op->map && op->map->in_memory != MAP_IN_MEMORY) {  
      LOG (llevError, "BUG: process_events(): Removed object on list\n");  
      dump_object(op);  
      LOG(llevError, errmsg);  
      free_object(op);  
      continue;  
  }  
   
  if ( ! op->speed) {  
      LOG (llevError, "BUG: process_events(): Object %s has no speed, "  
  "but is on active list\n", op->arch->name);  
      update_ob_speed (op);  
      continue;  
  }  
   
  if (op->map == NULL && op->env == NULL && op->name &&  
      op->type != MAP && map == NULL) {  
      LOG (llevError, "BUG: process_events(): Object without map or "  
  "inventory is on active list: %s (%d)\n",  
  op->name, op->count);  
      op->speed = 0;  
      update_ob_speed (op);  
      continue;  
  }  
   
  if (map != NULL && op->map != map)  
      continue;  
   
  /* Animate the object.  Bug of feature that andim_speed  
  * is based on ticks, and not the creatures speed?  
  */  
  if (op->anim_speed && op->last_anim >= op->anim_speed) {  
      animate_object (op, op->direction);  
      op->last_anim = 1;  
  } else {  
      op->last_anim++;  
  }  
   
  if (op->speed_left > 0) {  
 #if 0  
      /* I've seen occasional crashes in move_symptom() with it  
       * crashing because op is removed - add some debugging to  
       * track if it is removed at this point.  
       * This unfortunately is a bit too verbose it seems - not sure  
       * why - I think what happens is a map is freed or something and  
       * some objects get 'lost' - removed never to be reclaimed.  
       * removed objects generally shouldn't exist.  
       */  
      if (QUERY_FLAG(op, FLAG_REMOVED)) {  
  LOG(llevDebug,"process_events: calling process_object with removed object %s\n",  
      op->name?op->name:"null");  
      }  
 #endif  
      --op->speed_left;  
      process_object (op);  
      if (was_destroyed (op, tag))  
  continue;  
  }  
  if (settings.casting_time == TRUE && op->casting_time > 0)  
      op->casting_time--;  
  if (op->speed_left <= 0)  
      op->speed_left += FABS (op->speed);  
     }  
   
     /* Remove marker object from active list */  
     if (marker.active_prev != NULL)  
  marker.active_prev->active_next = NULL;  
     else  
  active_objects = NULL;  
   
     process_players2 (map);  
 }  
   
 void clean_tmp_files(void) {  
   mapstruct *m, *next;  
   
   LOG(llevInfo,"Cleaning up...\n");  
   
   /* We save the maps - it may not be intuitive why, but if there are unique  
    * items, we need to save the map so they get saved off.  Perhaps we should  
    * just make a special function that only saves the unique items.  
    */  
   for(m=first_map;m!=NULL;m=next) {  
       next=m->next;  
       if (m->in_memory == MAP_IN_MEMORY) {  
  /* If we want to reuse the temp maps, swap it out (note that will also  
  * update the log file.  Otherwise, save the map (mostly for unique item  
          * stuff).  Note that the clean_tmp_map is called after the end of  
  * the for loop but is in the #else bracket.  IF we are recycling the maps,  
          * we certainly don't want the temp maps removed.  
  */  
   
    /* XXX The above comment is dead wrong */  
    if (settings.recycle_tmp_maps == TRUE)  
        swap_map(m);  
    else {  
        new_save_map(m, 0); /* note we save here into a overlay map */  
        clean_tmp_map(m);  
    }  
       }  
   }  
   write_todclock(); /* lets just write the clock here */  
 }  
   
 /** clean up everything before exiting */  
 void cleanup(void)  
 {  
     LOG(llevDebug,"Cleanup called.  freeing data.\n");  
     clean_tmp_files();  
     write_book_archive();  
 #ifdef MEMORY_DEBUG  
     free_all_maps();  
     free_style_maps();  
     free_all_object_data();  
     free_all_archs();  
     free_all_treasures();  
     free_all_images();  
     free_all_newserver();  
     free_all_recipes();  
     free_all_readable();  
     free_all_god();  
     free_all_anim();  
     /* See what the string data that is out there that hasn't been freed. */  
 /*    LOG(llevDebug, ss_dump_table(0xff));*/  
 #endif  
     exit(0);  
 }  
   
 void leave(player *pl, int draw_exit) {  
     char buf[MAX_BUF];  
   
     if (pl!=NULL) {  
  /* We do this so that the socket handling routine can do the final  
  * cleanup.  We also leave that loop to actually handle the freeing  
  * of the data.  
  */  
         if (draw_exit==0)  
         {  
         }  
  pl->socket.status=Ns_Dead;  
  LOG(llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name,  
      pl->socket.host);  
   
  (void) sprintf(buf,"%s left the game.",pl->ob->name);  
  if (pl->ob->map) {  
      if (pl->ob->map->in_memory==MAP_IN_MEMORY)  
  pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);  
      pl->ob->map->players--;  
      pl->ob->map=NULL;  
  }  
  pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */  
     }  
     /* If a hidden dm dropped connection do not create  
     * inconsistencies by showing that they have left the game   
     */  
     if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) &&   
         (pl!=NULL && draw_exit) &&   
     (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))   
      new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);  
 }  
   
 int forbid_play(void)  
 {  
 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)  
     char buf[MAX_BUF], day[MAX_BUF];  
     FILE *fp;  
     time_t clock;  
     struct tm *tm;  
     int i, start, stop, forbit=0, comp;  
   
     clock = time (NULL);  
     tm = (struct tm *) localtime (&clock);  
   
     sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);  
     if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)  
  return 0;  
   
     while (fgets (buf, MAX_BUF, fp)) {  
  if (buf[0]=='#') continue;  
  if (!strncmp (buf, "msg", 3)) {  
      if (forbit)  
  while (fgets (buf, MAX_BUF, fp))  /* print message */  
      fputs (buf, logfile);  
      break;  
   
  } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {  
      LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");  
      continue;  
  }  
   
  for (i=0; i< 7; i++) {  
      if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&   
  (tm->tm_hour >= start) && (tm->tm_hour < stop))  
  forbit = 1;  
  }  
     }  
   
     close_and_delete(fp, comp);  
   
     return forbit;  
 #else  
     return 0;  
 #endif  
 }  
   
 /**  
  *  do_specials() is a collection of functions to call from time to time.  
  * Modified 2000-1-14 MSW to use the global pticks count to determine how  
  * often to do things.  This will allow us to spred them out more often.  
  * I use prime numbers for the factor count - in that way, it is less likely  
  * these actions will fall on the same tick (compared to say using 500/2500/15000  
  * which would mean on that 15,000 tick count a whole bunch of stuff gets  
  * done).  Of course, there can still be times where multiple specials are  
  * done on the same tick, but that will happen very infrequently  
  *  
  * I also think this code makes it easier to see how often we really are  
  * doing the various things.  
  */  
   
 extern unsigned long todtick;  
   
 static void do_specials(void) {  
   
 #ifdef WATCHDOG  
     if (!(pticks % 503))  
  watchdog();  
 #endif  
   
     if (!(pticks % PTICKS_PER_CLOCK))  
  tick_the_clock();  
   
     if (!(pticks % 509))  
  flush_old_maps();    /* Clears the tmp-files of maps which have reset */  
   
     if (!(pticks % 2503))  
  fix_weight();        /* Hack to fix weightproblems caused by bugs */  
   
     if (!(pticks % 2521))  
  metaserver_update();    /* 2500 ticks is about 5 minutes */  
   
     if (!(pticks % 5003))  
  write_book_archive();  
   
     if (!(pticks % 5009))  
  clean_friendly_list();  
   
     if (!(pticks % 5011))  
  obsolete_parties();  
   
     if (!(pticks % 12503))  
       fix_luck();  
 }  
   
 int main(int argc, char **argv)  int main(int argc, char **argv)
 {  {
 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */      return server_main(argc,argv);
     _fmode = _O_BINARY ;  
     bRunning = 1;  
 #endif  
   
 #ifdef DEBUG_MALLOC_LEVEL  
   malloc_debug(DEBUG_MALLOC_LEVEL);  
 #endif  
   
   settings.argc=argc;  
   settings.argv=argv;  
   init(argc, argv);  
   initPlugins();        /* GROS - Init the Plugins */  
 #ifdef WIN32  
   while ( bRunning )  
       {  
 #else  
   for(;;) {  
 #endif   
     nroferrors = 0;  
   
     doeric_server();  
     process_events(NULL);    /* "do" something with objects with speed */  
     cftimer_process_timers();/* Process the crossfire Timers */      
     /* Lauwenmark : Here we handle the CLOCK global event */  
     execute_global_event(EVENT_CLOCK);  
     check_active_maps(); /* Removes unused maps after a certain timeout */  
     do_specials();       /* Routines called from time to time. */  
   
     sleep_delta(); /* Slepp proper amount of time before next tick */  
   }  
   emergency_save( 0 );  
   cleanup( );  
   return 0;  
 }  }


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File made using version 1.98 of cvs2html by leaf at 2011-07-21 17:35