ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/main.C
Revision: 1.69
Committed: Sun Dec 31 17:17:23 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.68: +13 -8 lines
Log Message:
many minor changes everywhere, random maps crash sometimes but design is in place

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #include <tod.h>
27
28 #ifdef HAVE_DES_H
29 # include <des.h>
30 #else
31 # ifdef HAVE_CRYPT_H
32 # include <crypt.h>
33 # endif
34 #endif
35
36 #include <sproto.h>
37 #include <time.h>
38
39 #include <../random_maps/random_map.h>
40 #include <../random_maps/rproto.h>
41 #include "path.h"
42
43 static char days[7][4] = {
44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45 };
46
47 void
48 version (object *op)
49 {
50 if (op != NULL)
51 clear_win_info (op);
52
53 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
54
55 /* If in a socket, don't print out the list of authors. It confuses the
56 * crossclient program.
57 */
58 if (op == NULL)
59 return;
60
61 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
62 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
63 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
64 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
65 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
66 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
67 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
68 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
69 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
70 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
71 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
72 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
73 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jxrgensen <jorgens@flipper.pvv.unit.no>");
74 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
75 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
76 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
77 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
78 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
79 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
80 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
81 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
82 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
83 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
84 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
85 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
86 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
87 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
88 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
89 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
90 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
91 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
92 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
93 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
94 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
95 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
96 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
97 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
98 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
99 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
100 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
101 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
102 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
103 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
104 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
105
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
111 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg <maxmc@telia.com>");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113 }
114
115 /* This is a basic little function to put the player back to his
116 * savebed. We do some error checking - its possible that the
117 * savebed map may no longer exist, so we make sure the player
118 * goes someplace.
119 */
120 void
121 enter_player_savebed (object *op)
122 {
123 object *tmp = object::create ();
124 EXIT_PATH (tmp) = op->contr->savebed_map;
125 EXIT_X (tmp) = op->contr->bed_x;
126 EXIT_Y (tmp) = op->contr->bed_y;
127 op->enter_exit (tmp);
128 tmp->destroy ();
129 }
130
131 /*
132 * enter_map(): Moves the player and pets from current map (if any) to
133 * new map. map, x, y must be set. map is the map we are moving the
134 * player to - it could be the map he just came from if the load failed for
135 * whatever reason. If default map coordinates are to be used, then
136 * the function that calls this should figure them out.
137 */
138 void
139 object::enter_map (maptile *newmap, int x, int y)
140 {
141 if (destroyed () || !newmap)
142 return;
143
144 if (out_of_map (newmap, x, y))
145 {
146 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
147 x = newmap->enter_x;
148 y = newmap->enter_y;
149 if (out_of_map (newmap, x, y))
150 {
151 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
152 &newmap->path, x, y, newmap->width, newmap->height);
153 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
154 return;
155 }
156 }
157
158 if (map && map != newmap)
159 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
160 return;
161
162 /* If it is a player login, he has yet to be inserted anyplace.
163 * otherwise, we need to deal with removing the player here.
164 */
165 remove ();
166
167 /* try to find a spot for the player */
168 if (ob_blocked (this, newmap, x, y))
169 { /* First choice blocked */
170 /* We try to find a spot for the player, starting closest in.
171 * We could use find_first_free_spot, but that doesn't randomize it at all,
172 * So for example, if the north space is free, you would always end up there even
173 * if other spaces around are available.
174 * Note that for the second and third calls, we could start at a position other
175 * than one, but then we could end up on the other side of walls and so forth.
176 */
177 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
178
179 if (i == -1)
180 {
181 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
182 if (i == -1)
183 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
184 }
185
186 if (i != -1)
187 {
188 x += freearr_x[i];
189 y += freearr_y[i];
190 }
191 else
192 /* not much we can do in this case. */
193 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);
194 }
195
196 if (map != newmap && contr)
197 {
198 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
199 return;
200
201 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
202 return;
203 }
204
205 this->x = x;
206 this->y = y;
207 map = newmap;
208
209 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
210
211 enemy = NULL;
212
213 if (contr)
214 {
215 strcpy (contr->maplevel, newmap->path);
216 contr->count = 0;
217 }
218
219 /* Update any golems */
220 if (type == PLAYER && contr->ranges[range_golem])
221 {
222 int i = find_free_spot (contr->ranges[range_golem], newmap,
223 x, y, 1, SIZEOFFREE);
224
225 contr->ranges[range_golem]->remove ();
226
227 if (i == -1)
228 {
229 remove_friendly_object (contr->ranges[range_golem]);
230 contr->ranges[range_golem]->destroy ();
231 contr->ranges[range_golem] = 0;
232 }
233 else
234 {
235 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
236 {
237 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
238 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
239 tmp->map = newmap;
240 }
241
242 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
243 contr->ranges[range_golem]->direction =
244 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
245 }
246 }
247
248 direction = 0;
249
250 /* since the players map is already loaded, we don't need to worry
251 * about pending objects.
252 */
253 remove_all_pets (newmap);
254 }
255
256 /* process_players1 and process_players2 do all the player related stuff.
257 * I moved it out of process events and process_map. This was to some
258 * extent for debugging as well as to get a better idea of the time used
259 * by the various functions. process_players1() does the processing before
260 * objects have been updated, process_players2() does the processing that
261 * is needed after the players have been updated.
262 */
263 static void
264 process_players1 ()
265 {
266 int flag;
267
268 /* Basically, we keep looping until all the players have done their actions. */
269 for (flag = 1; flag != 0;)
270 {
271 flag = 0;
272 for_all_players (pl)
273 {
274 pl->refcnt_chk ();
275
276 if (!pl->ob || !pl->ns || !pl->ob->active ())
277 continue;
278
279 if (pl->ob->speed_left > 0)
280 if (handle_newcs_player (pl->ob))
281 flag = 1;
282
283 /* If the player is not actively playing, don't make a
284 * backup save - nothing to save anyway. Plus, the
285 * map may not longer be valid. This can happen when the
286 * player quits - they exist for purposes of tracking on the map,
287 * but don't actually reside on any actual map.
288 */
289 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
290 continue;
291
292 #ifdef AUTOSAVE
293 /* check for ST_PLAYING state so that we don't try to save off when
294 * the player is logging in.
295 */
296 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
297 {
298 pl->ob->contr->save ();
299 pl->last_save_tick = pticks;
300 }
301 #endif
302 } /* end of for loop for all the players */
303 } /* for flag */
304
305 for_all_players (pl)
306 {
307 if (!pl->ob || !pl->ns || !pl->ob->active ())
308 continue;
309
310 if (settings.casting_time)
311 {
312 if (pl->ob->casting_time > 0)
313 {
314 pl->ob->casting_time--;
315 pl->ob->start_holding = 1;
316 }
317
318 /* set spell_state so we can update the range in stats field */
319 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
320 pl->ob->start_holding = 0;
321 }
322
323 do_some_living (pl->ob);
324 }
325 }
326
327 static void
328 process_players2 ()
329 {
330 /* Then check if any players should use weapon-speed instead of speed */
331 for_all_players (pl)
332 {
333 /* The code that did weapon_sp handling here was out of place -
334 * this isn't called until after the player has finished there
335 * actions, and is thus out of place. All we do here is bounds
336 * checking.
337 */
338 if (pl->has_hit)
339 {
340 if (pl->ob->speed_left > pl->weapon_sp)
341 pl->ob->speed_left = pl->weapon_sp;
342
343 /* This needs to be here - if the player is running, we need to
344 * clear this each tick, but new commands are not being received
345 * so execute_newserver_command() is never called
346 */
347 pl->has_hit = 0;
348 }
349 else if (pl->ob->speed_left > pl->ob->speed)
350 pl->ob->speed_left = pl->ob->speed;
351 }
352 }
353
354 void
355 process_events ()
356 {
357 object *op;
358
359 static object_ptr marker_;
360
361 if (!marker_)
362 marker_ = object::create ();
363
364 object *marker = marker_;
365
366 process_players1 ();
367
368 marker->active_next = active_objects;
369
370 if (marker->active_next)
371 marker->active_next->active_prev = marker;
372
373 marker->active_prev = 0;
374 active_objects = marker;
375
376 while (marker->active_next)
377 {
378 op = marker->active_next;
379
380 /* Move marker forward - swap op and marker */
381 op->active_prev = marker->active_prev;
382
383 if (op->active_prev)
384 op->active_prev->active_next = op;
385 else
386 active_objects = op;
387
388 marker->active_next = op->active_next;
389
390 if (marker->active_next)
391 marker->active_next->active_prev = marker;
392
393 marker->active_prev = op;
394 op->active_next = marker;
395
396 /* Now process op */
397 if (QUERY_FLAG (op, FLAG_FREED))
398 {
399 LOG (llevError, "BUG: process_events(): Free object on list\n");
400 op->set_speed (0);
401 continue;
402 }
403
404 /* I've seen occasional crashes due to this - the object is removed,
405 * and thus the map it points to (last map it was on) may be bogus
406 * The real bug is to try to find out the cause of this - someone
407 * is probably calling remove_ob without either an insert_ob or
408 * free_object afterwards, leaving an object dangling. But I'd
409 * rather log this and continue on instead of crashing.
410 * Don't remove players - when a player quits, the object is in
411 * sort of a limbo, of removed, but something we want to keep
412 * around.
413 */
414 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
415 {
416 LOG (llevError, "BUG: process_events(): Removed object on list\n");
417 char *dump = dump_object (op);
418 LOG (llevError, dump);
419 free (dump);
420 op->destroy ();
421 continue;
422 }
423
424 if (!op->has_active_speed ())
425 {
426 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
427 "but is on active list\n", op->debug_desc (), op->speed);
428 op->set_speed (0);
429 continue;
430 }
431
432 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
433 {
434 LOG (llevError, "BUG: process_events(): Object without map or "
435 "inventory is on active list: %s (%d)\n", &op->name, op->count);
436 op->set_speed (0);
437 continue;
438 }
439
440 /* Animate the object. Bug or feature that anim_speed
441 * is based on ticks, and not the creatures speed?
442 */
443 if (op->anim_speed && op->last_anim >= op->anim_speed)
444 {
445 if ((op->type == PLAYER))
446 animate_object (op, op->facing);
447 else
448 animate_object (op, op->direction);
449
450 op->last_anim = 1;
451 }
452 else
453 op->last_anim++;
454
455 if (op->speed_left > 0)
456 {
457 #if 0
458 /* I've seen occasional crashes in move_symptom() with it
459 * crashing because op is removed - add some debugging to
460 * track if it is removed at this point.
461 * This unfortunately is a bit too verbose it seems - not sure
462 * why - I think what happens is a map is freed or something and
463 * some objects get 'lost' - removed never to be reclaimed.
464 * removed objects generally shouldn't exist.
465 */
466 if (QUERY_FLAG (op, FLAG_REMOVED))
467 {
468 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
469 }
470 #endif
471 --op->speed_left;
472 process_object (op);
473
474 if (op->destroyed ())
475 continue;
476 }
477
478 if (settings.casting_time == TRUE && op->casting_time > 0)
479 op->casting_time--;
480
481 if (op->speed_left <= 0)
482 op->speed_left += FABS (op->speed);
483 }
484
485 /* Remove marker object from active list */
486 if (marker->active_prev != NULL)
487 marker->active_prev->active_next = NULL;
488 else
489 active_objects = NULL;
490
491 process_players2 ();
492 }
493
494 /* clean up everything before exiting */
495 void
496 emergency_save ()
497 {
498 LOG (llevDebug, "emergency save begin.\n");
499
500 LOG (llevDebug, "saving players.\n");
501 for_all_players (pl)
502 pl->save (1);
503
504 // for_all_players (pl)
505 // if (pl->ob)
506 // pl->ob->remove ();
507
508 LOG (llevDebug, "saving maps.\n");
509 maptile::emergency_save ();
510
511 LOG (llevDebug, "saving book archive.\n");
512 write_book_archive ();
513
514 LOG (llevDebug, "emergency save done.\n");
515 }
516
517 /* clean up everything before exiting */
518 void
519 cleanup (bool make_core)
520 {
521 LOG (llevDebug, "cleanup begin.\n");
522
523 if (init_done && !in_cleanup)
524 {
525 in_cleanup = true;
526 emergency_save ();
527 }
528 else
529 in_cleanup = true;
530
531 LOG (llevDebug, "running cleanup handlers.\n");
532 INVOKE_GLOBAL (CLEANUP);
533
534 LOG (llevDebug, "cleanup done.\n");
535
536 if (make_core)
537 abort ();
538 else
539 _exit (0);
540 }
541
542 void
543 leave (player *pl, int draw_exit)
544 {
545 if (pl)
546 {
547 if (pl->ob->type != DEAD_OBJECT)
548 {
549 /* If a hidden dm dropped connection do not create
550 * inconsistencies by showing that they have left the game
551 */
552 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
553 && draw_exit)
554 {
555 if (pl->ob->map)
556 {
557 INVOKE_PLAYER (LOGOUT, pl);
558 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
559 }
560
561 char buf[MAX_BUF];
562
563 sprintf (buf, "%s left the game.", &pl->ob->name);
564 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
565 }
566
567 pl->ob->remove ();
568 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
569 }
570
571 /* We do this so that the socket handling routine can do the final
572 * cleanup. We also leave that loop to actually handle the freeing
573 * of the data.
574 */
575 if (pl->ns)
576 pl->ns->destroy ();
577
578 }
579 }
580
581 int
582 forbid_play (void)
583 {
584 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
585 char buf[MAX_BUF], day[MAX_BUF];
586 FILE *fp;
587 time_t clock;
588 struct tm *tm;
589 int i, start, stop, forbit = 0, comp;
590
591 clock = time (NULL);
592 tm = (struct tm *) localtime (&clock);
593
594 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
595 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
596 return 0;
597
598 while (fgets (buf, MAX_BUF, fp))
599 {
600 if (buf[0] == '#')
601 continue;
602 if (!strncmp (buf, "msg", 3))
603 {
604 if (forbit)
605 while (fgets (buf, MAX_BUF, fp)) /* print message */
606 fputs (buf, logfile);
607 break;
608
609 }
610 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
611 {
612 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
613 continue;
614 }
615
616 for (i = 0; i < 7; i++)
617 {
618 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
619 forbit = 1;
620 }
621 }
622
623 close_and_delete (fp, comp);
624
625 return forbit;
626 #else
627 return 0;
628 #endif
629 }
630
631 /*
632 * do_specials() is a collection of functions to call from time to time.
633 * Modified 2000-1-14 MSW to use the global pticks count to determine how
634 * often to do things. This will allow us to spred them out more often.
635 * I use prime numbers for the factor count - in that way, it is less likely
636 * these actions will fall on the same tick (compared to say using 500/2500/15000
637 * which would mean on that 15,000 tick count a whole bunch of stuff gets
638 * done). Of course, there can still be times where multiple specials are
639 * done on the same tick, but that will happen very infrequently
640 *
641 * I also think this code makes it easier to see how often we really are
642 * doing the various things.
643 */
644
645 extern unsigned long todtick;
646
647 void
648 do_specials (void)
649 {
650 if (!(pticks % PTICKS_PER_CLOCK))
651 tick_the_clock ();
652
653 if (!(pticks % 7))
654 shstr::gc ();
655
656 if (!(pticks % 2503))
657 fix_weight (); /* Hack to fix weightproblems caused by bugs */
658
659 if (!(pticks % 5003))
660 write_book_archive ();
661
662 if (!(pticks % 5009))
663 clean_friendly_list ();
664
665 if (!(pticks % 5011))
666 obsolete_parties ();
667
668 if (!(pticks % 12503))
669 fix_luck ();
670 }
671
672 void
673 server_tick ()
674 {
675 // first do the user visible stuff
676 doeric_server ();
677 INVOKE_GLOBAL (CLOCK);
678 process_events (); /* "do" something with objects with speed */
679 flush_sockets ();
680
681 // then do some bookkeeping, should not really be here
682 do_specials (); /* Routines called from time to time. */
683 attachable::check_mortals ();
684
685 ++pticks;
686 }
687
688 int
689 main (int argc, char **argv)
690 {
691 settings.argc = argc;
692 settings.argv = argv;
693
694 init (argc, argv);
695
696 initPlugins ();
697
698 for (;;)
699 cfperl_main ();
700
701 cleanup (true);
702 }
703