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Revision: 1.141
Committed: Fri Nov 6 12:49:19 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.140: +1 -1 lines
Log Message:
make effectively static symbols actually static, part 1

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.120 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.108 *
4 root 1.129 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.108 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.139 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 root 1.108 *
13 root 1.112 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.108 *
18 root 1.139 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.108 *
22 root 1.120 * The authors can be reached via e-mail to <support@deliantra.net>
23 root 1.84 */
24 elmex 1.1
25     #include <global.h>
26     #include <object.h>
27     #include <tod.h>
28    
29 root 1.47 #include <sproto.h>
30     #include <time.h>
31 elmex 1.1
32 root 1.126 #include <glib.h>
33    
34 elmex 1.1 #include <../random_maps/random_map.h>
35     #include <../random_maps/rproto.h>
36     #include "path.h"
37    
38     static char days[7][4] = {
39 root 1.20 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
40     };
41 elmex 1.1
42 root 1.20 void
43 root 1.23 version (object *op)
44 root 1.20 {
45 root 1.121 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
46 root 1.20 }
47    
48 elmex 1.1 /* This is a basic little function to put the player back to his
49     * savebed. We do some error checking - its possible that the
50     * savebed map may no longer exist, so we make sure the player
51     * goes someplace.
52     */
53 root 1.20 void
54 root 1.23 enter_player_savebed (object *op)
55 elmex 1.1 {
56 root 1.128 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
57 elmex 1.1 }
58    
59     /*
60 root 1.62 * enter_map(): Moves the player and pets from current map (if any) to
61 elmex 1.1 * new map. map, x, y must be set. map is the map we are moving the
62     * player to - it could be the map he just came from if the load failed for
63     * whatever reason. If default map coordinates are to be used, then
64     * the function that calls this should figure them out.
65     */
66 root 1.62 void
67     object::enter_map (maptile *newmap, int x, int y)
68 root 1.20 {
69 root 1.124 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
70 root 1.69 return;
71    
72 root 1.20 if (out_of_map (newmap, x, y))
73     {
74 root 1.62 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
75 root 1.58 x = newmap->enter_x;
76     y = newmap->enter_y;
77 root 1.20 if (out_of_map (newmap, x, y))
78     {
79     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
80 root 1.62 &newmap->path, x, y, newmap->width, newmap->height);
81     new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
82 root 1.20 return;
83     }
84     }
85 root 1.31
86 root 1.78 if (contr && map != newmap && map)
87 root 1.65 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
88     return;
89    
90 root 1.82 // remove, so stupid ob_locked does not trigger a failure
91 root 1.65 remove ();
92    
93 root 1.20 /* try to find a spot for the player */
94 root 1.117 if (blocked (newmap, x, y))
95 root 1.20 { /* First choice blocked */
96     /* We try to find a spot for the player, starting closest in.
97     * We could use find_first_free_spot, but that doesn't randomize it at all,
98     * So for example, if the north space is free, you would always end up there even
99     * if other spaces around are available.
100     * Note that for the second and third calls, we could start at a position other
101     * than one, but then we could end up on the other side of walls and so forth.
102     */
103 root 1.62 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
104 root 1.23
105 root 1.20 if (i == -1)
106     {
107 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
108 root 1.20 if (i == -1)
109 root 1.62 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
110 root 1.20 }
111 root 1.31
112 root 1.20 if (i != -1)
113     {
114     x += freearr_x[i];
115     y += freearr_y[i];
116     }
117     else
118 root 1.62 /* not much we can do in this case. */
119     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);
120     }
121 elmex 1.1
122 root 1.78 if (contr && map != newmap)
123 root 1.69 {
124     if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
125     return;
126 root 1.31
127 root 1.69 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
128     return;
129     }
130 root 1.20
131 root 1.62 this->x = x;
132     this->y = y;
133     map = newmap;
134 root 1.20
135 root 1.62 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
136 root 1.20
137 root 1.82 enemy = 0;
138 root 1.20
139 root 1.62 if (contr)
140 root 1.20 {
141 root 1.70 contr->maplevel = newmap->path;
142 root 1.62 contr->count = 0;
143 root 1.20 }
144    
145     /* Update any golems */
146 root 1.99 if (type == PLAYER)
147 root 1.100 if (object *golem = contr->golem)
148 root 1.99 {
149     int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
150    
151     if (i < 0)
152 root 1.133 golem->drop_and_destroy ();
153 root 1.99 else
154     {
155     newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
156     golem->direction = find_dir_2 (x - golem->x, y - golem->y);
157     }
158     }
159 root 1.31
160 root 1.20 /* since the players map is already loaded, we don't need to worry
161     * about pending objects.
162     */
163     remove_all_pets (newmap);
164 elmex 1.1 }
165    
166     /* process_players1 and process_players2 do all the player related stuff.
167     * I moved it out of process events and process_map. This was to some
168     * extent for debugging as well as to get a better idea of the time used
169     * by the various functions. process_players1() does the processing before
170     * objects have been updated, process_players2() does the processing that
171     * is needed after the players have been updated.
172     */
173 root 1.46 static void
174     process_players1 ()
175 elmex 1.1 {
176 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
177 root 1.94 for (int flag = 1; flag != 0;)
178 root 1.20 {
179     flag = 0;
180 root 1.56 for_all_players (pl)
181 root 1.20 {
182 root 1.56 pl->refcnt_chk ();
183 elmex 1.1
184 root 1.109 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
185 root 1.20 continue;
186    
187 root 1.106 if (handle_newcs_player (pl->ob))
188     flag = 1;
189     }
190     }
191 root 1.46
192 root 1.55 for_all_players (pl)
193 root 1.20 {
194 root 1.102 object *ob = pl->ob;
195    
196 root 1.109 if (expect_false (!ob || !pl->ns || !ob->active))
197 root 1.56 continue;
198    
199 root 1.102 do_some_living (ob);
200 elmex 1.1 }
201     }
202    
203 root 1.46 static void
204     process_players2 ()
205 elmex 1.1 {
206 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
207 root 1.55 for_all_players (pl)
208 root 1.20 {
209 root 1.106 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
210     pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
211 elmex 1.1 }
212     }
213    
214 root 1.20 void
215 root 1.46 process_events ()
216 root 1.20 {
217 root 1.46 process_players1 ();
218 elmex 1.1
219 root 1.81 for_all_actives (op)
220 root 1.20 {
221     /* Now process op */
222 root 1.109 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
223 root 1.20 {
224     LOG (llevError, "BUG: process_events(): Free object on list\n");
225 root 1.59 op->set_speed (0);
226 root 1.20 continue;
227     }
228    
229 root 1.109 if (expect_false (!op->has_active_speed ()))
230 root 1.20 {
231 elmex 1.66 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
232     "but is on active list\n", op->debug_desc (), op->speed);
233 root 1.59 op->set_speed (0);
234 root 1.20 continue;
235 root 1.14 }
236    
237 root 1.109 if (expect_false (op->flag [FLAG_REMOVED]))
238 root 1.20 {
239 root 1.96 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
240     op->debug_desc ());
241 root 1.59 op->set_speed (0);
242 root 1.20 continue;
243 root 1.14 }
244    
245 root 1.46 /* Animate the object. Bug or feature that anim_speed
246 root 1.20 * is based on ticks, and not the creatures speed?
247     */
248     if (op->anim_speed && op->last_anim >= op->anim_speed)
249     {
250 root 1.102 animate_object (op, op->contr ? op->facing : op->direction);
251 root 1.20 op->last_anim = 1;
252     }
253     else
254 root 1.102 ++op->last_anim;
255 elmex 1.1
256 root 1.127 if (expect_false (op->speed_left > 0.f))
257 root 1.20 {
258     --op->speed_left;
259     process_object (op);
260 root 1.14 }
261 root 1.28
262 root 1.127 if (expect_true (!op->contr))
263 root 1.102 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
264 elmex 1.1 }
265    
266 root 1.46 process_players2 ();
267 elmex 1.1 }
268    
269 root 1.62 /* clean up everything before exiting */
270 root 1.20 void
271 root 1.62 emergency_save ()
272 root 1.20 {
273 root 1.62 LOG (llevDebug, "emergency save begin.\n");
274 elmex 1.1
275 root 1.83 cfperl_emergency_save ();
276 root 1.62
277     LOG (llevDebug, "saving book archive.\n");
278     write_book_archive ();
279 root 1.47
280 root 1.62 LOG (llevDebug, "emergency save done.\n");
281 elmex 1.1 }
282    
283 root 1.79 // send all clients some informational text
284     static void
285     cleanup_inform (const char *cause, bool make_core)
286     {
287 root 1.114 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
288 root 1.83
289 root 1.111 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
290     new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
291 root 1.79
292     if (make_core)
293 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
294 root 1.79 else
295 root 1.111 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
296 root 1.79
297 root 1.111 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
298 root 1.79
299 root 1.113 client::flush_sockets ();
300 root 1.79 }
301    
302 elmex 1.1 /* clean up everything before exiting */
303 root 1.20 void
304 root 1.79 cleanup (const char *cause, bool make_core)
305 elmex 1.1 {
306 root 1.84 if (make_core)
307 root 1.85 fork_abort (cause);
308 root 1.84
309 root 1.79 LOG (llevError, "cleanup cause: %s\n", cause);
310    
311     if (!make_core)
312     cleanup_inform (cause, make_core);
313    
314 root 1.62 LOG (llevDebug, "cleanup begin.\n");
315    
316 root 1.65 if (init_done && !in_cleanup)
317 root 1.67 {
318     in_cleanup = true;
319     emergency_save ();
320     }
321     else
322     in_cleanup = true;
323 root 1.29
324 root 1.62 LOG (llevDebug, "running cleanup handlers.\n");
325     INVOKE_GLOBAL (CLEANUP);
326 root 1.23
327 root 1.62 LOG (llevDebug, "cleanup done.\n");
328 root 1.25
329 root 1.123 log_cleanup ();
330    
331 root 1.49 if (make_core)
332 root 1.130 cleanup_inform (cause, make_core);
333 root 1.49 else
334 root 1.88 {
335 root 1.115 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
336     new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
337 root 1.113 client::flush_sockets ();
338 root 1.88 }
339 root 1.130
340     cfperl_cleanup (make_core);
341     _exit (make_core);
342 elmex 1.1 }
343    
344     /*
345 root 1.73 * do_specials() is a collection of functions to call from time to time.
346 elmex 1.1 * Modified 2000-1-14 MSW to use the global pticks count to determine how
347     * often to do things. This will allow us to spred them out more often.
348     * I use prime numbers for the factor count - in that way, it is less likely
349     * these actions will fall on the same tick (compared to say using 500/2500/15000
350     * which would mean on that 15,000 tick count a whole bunch of stuff gets
351     * done). Of course, there can still be times where multiple specials are
352     * done on the same tick, but that will happen very infrequently
353     *
354     * I also think this code makes it easier to see how often we really are
355     * doing the various things.
356     */
357 root 1.141 static void
358 root 1.20 do_specials (void)
359     {
360 root 1.122 shstr::gc ();
361 root 1.125 archetype::gc ();
362 root 1.122
363 root 1.109 if (expect_false (!(pticks % TICKS_PER_HOUR)))
364 root 1.134 maptile::adjust_daylight ();
365 elmex 1.1
366 root 1.109 if (expect_false (!(pticks % 2503)))
367 root 1.20 fix_weight (); /* Hack to fix weightproblems caused by bugs */
368 elmex 1.1
369 root 1.109 if (expect_false (!(pticks % 5003)))
370 root 1.20 write_book_archive ();
371 elmex 1.1
372 root 1.109 if (expect_false (!(pticks % 5009)))
373 root 1.20 clean_friendly_list ();
374 elmex 1.1
375 root 1.109 if (expect_false (!(pticks % 5011)))
376 root 1.20 obsolete_parties ();
377 elmex 1.1
378 root 1.109 if (expect_false (!(pticks % 12503)))
379 root 1.20 fix_luck ();
380 elmex 1.1 }
381    
382 root 1.20 void
383     server_tick ()
384 root 1.2 {
385 root 1.44 // first do the user visible stuff
386 root 1.12 INVOKE_GLOBAL (CLOCK);
387 root 1.113 process_events (); // "do" something with objects with speed
388     client::clock (); // draw client maps etc.
389 root 1.44
390     // then do some bookkeeping, should not really be here
391 root 1.20 do_specials (); /* Routines called from time to time. */
392 root 1.56 attachable::check_mortals ();
393 root 1.5
394     ++pticks;
395 root 1.2 }
396    
397 root 1.87 // normal main
398 root 1.20 int
399     main (int argc, char **argv)
400 elmex 1.1 {
401 root 1.6 settings.argc = argc;
402     settings.argv = argv;
403 root 1.137
404 root 1.136 rndm.seed (time (0));
405 root 1.126 g_thread_init (0); // for the slice allocator only
406    
407 root 1.6 init (argc, argv);
408    
409     for (;;)
410     cfperl_main ();
411 root 1.64 }
412 root 1.116