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Revision: 1.143
Committed: Fri Nov 6 13:31:47 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.142: +0 -4 lines
Log Message:
remove or document dead code

File Contents

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