Difference for server/main.c from version 1.70 to 1.71


version 1.70 version 1.71
Line 1
 
Line 1
 /*  /*
  * static char *rcsid_main_c =   * static char *rcsid_main_c =
  *    "$Id: main.c,v 1.70 2002/12/03 07:40:18 mwedel Exp $";   *    "$Id: main.c,v 1.71 2003/01/05 23:50:15 mwedel Exp $";
  */   */
   
 /*  /*
Line 479
 
Line 479
 static void enter_random_map(object *pl, object *exit_ob)  static void enter_random_map(object *pl, object *exit_ob)
 {  {
     mapstruct *new_map;      mapstruct *new_map;
     char newmap_name[HUGE_BUF];      char newmap_name[HUGE_BUF], *cp;
     static int reference_number = 0;      static int reference_number = 0;
     RMParms rp;      RMParms rp;
   
Line 492
 
Line 492
     rp.generate_treasure_now = 1;      rp.generate_treasure_now = 1;
     strcpy(rp.origin_map, pl->map->path);      strcpy(rp.origin_map, pl->map->path);
   
     /* pick a new pathname for the new map.  Currently, we just      /* If we have a final_map, use it as a base name to give some clue
      * use a static variable and increment the counter one each time.       * as where the player is.  Otherwise, use the origin map.
      */       * Take the last component (after the last slash) to give
     sprintf(newmap_name,"/random/%016d",reference_number++);       * shorter names without bogus slashes.
        */
       cp = strrchr(rp.final_map[0]? rp.final_map:rp.origin_map, '/');
       if (!cp)
    cp = rp.final_map[0]? rp.final_map:rp.origin_map;
   
       sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
   
     /* now to generate the actual map. */      /* now to generate the actual map. */
     new_map=(mapstruct *)generate_random_map(newmap_name,&rp);      new_map=(mapstruct *)generate_random_map(newmap_name,&rp);


Legend:
line(s) removed in v.1.70 
line(s) changed
 line(s) added in v.1.71

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