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Revision: 1.63
Committed: Sat Dec 30 16:56:16 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.62: +50 -92 lines
Log Message:
misc updates

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 (!newmap->load ())
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 /* try to find a spot for the player */
159 if (ob_blocked (this, newmap, x, y))
160 { /* First choice blocked */
161 /* We try to find a spot for the player, starting closest in.
162 * We could use find_first_free_spot, but that doesn't randomize it at all,
163 * So for example, if the north space is free, you would always end up there even
164 * if other spaces around are available.
165 * Note that for the second and third calls, we could start at a position other
166 * than one, but then we could end up on the other side of walls and so forth.
167 */
168 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
169
170 if (i == -1)
171 {
172 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
173 if (i == -1)
174 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
175 }
176
177 if (i != -1)
178 {
179 x += freearr_x[i];
180 y += freearr_y[i];
181 }
182 else
183 /* not much we can do in this case. */
184 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);
185 }
186
187 if (map)
188 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
189 return;
190
191 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
192 return;
193
194 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
195 return;
196
197 /* If it is a player login, he has yet to be inserted anyplace.
198 * otherwise, we need to deal with removing the player here.
199 */
200 remove ();
201
202 this->x = x;
203 this->y = y;
204 map = newmap;
205
206 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
207
208 newmap->timeout = 0;
209 enemy = NULL;
210
211 if (contr)
212 {
213 strcpy (contr->maplevel, newmap->path);
214 contr->count = 0;
215 }
216
217 /* Update any golems */
218 if (type == PLAYER && contr->ranges[range_golem])
219 {
220 int i = find_free_spot (contr->ranges[range_golem], newmap,
221 x, y, 1, SIZEOFFREE);
222
223 contr->ranges[range_golem]->remove ();
224
225 if (i == -1)
226 {
227 remove_friendly_object (contr->ranges[range_golem]);
228 contr->ranges[range_golem]->destroy ();
229 contr->ranges[range_golem] = 0;
230 }
231 else
232 {
233 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
234 {
235 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
236 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
237 tmp->map = newmap;
238 }
239
240 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
241 contr->ranges[range_golem]->direction =
242 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
243 }
244 }
245
246 direction = 0;
247
248 /* since the players map is already loaded, we don't need to worry
249 * about pending objects.
250 */
251 remove_all_pets (newmap);
252 }
253
254 /* clean_path takes a path and replaces all / with _
255 * We do a strcpy so that we do not change the original string.
256 */
257 char *
258 clean_path (const char *file)
259 {
260 static char newpath[MAX_BUF], *cp;
261 assign (newpath, file);
262
263 for (cp = newpath; *cp != '\0'; cp++)
264 if (*cp == '/')
265 *cp = '_';
266
267 return newpath;
268 }
269
270 /* unclean_path takes a path and replaces all _ with /
271 * This basically undoes clean path.
272 * We do a strcpy so that we do not change the original string.
273 * We are smart enough to start after the last / in case we
274 * are getting passed a string that points to a unique map
275 * path.
276 */
277 char *
278 unclean_path (const char *src)
279 {
280 static char newpath[MAX_BUF], *cp;
281
282 cp = strrchr (src, '/');
283 assign (newpath, cp ? cp + 1 : src);
284
285 for (cp = newpath; *cp != '\0'; cp++)
286 if (*cp == '_')
287 *cp = '/';
288
289 return newpath;
290 }
291
292 /* process_players1 and process_players2 do all the player related stuff.
293 * I moved it out of process events and process_map. This was to some
294 * extent for debugging as well as to get a better idea of the time used
295 * by the various functions. process_players1() does the processing before
296 * objects have been updated, process_players2() does the processing that
297 * is needed after the players have been updated.
298 */
299 static void
300 process_players1 ()
301 {
302 int flag;
303
304 /* Basically, we keep looping until all the players have done their actions. */
305 for (flag = 1; flag != 0;)
306 {
307 flag = 0;
308 for_all_players (pl)
309 {
310 pl->refcnt_chk ();
311
312 if (!pl->ob || !pl->ns)
313 continue;
314
315 if (pl->ob->speed_left > 0)
316 if (handle_newcs_player (pl->ob))
317 flag = 1;
318
319 /* If the player is not actively playing, don't make a
320 * backup save - nothing to save anyway. Plus, the
321 * map may not longer be valid. This can happen when the
322 * player quits - they exist for purposes of tracking on the map,
323 * but don't actually reside on any actual map.
324 */
325 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
326 continue;
327
328 #ifdef AUTOSAVE
329 /* check for ST_PLAYING state so that we don't try to save off when
330 * the player is logging in.
331 */
332 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
333 {
334 pl->ob->contr->save ();
335 pl->last_save_tick = pticks;
336 }
337 #endif
338 } /* end of for loop for all the players */
339 } /* for flag */
340
341 for_all_players (pl)
342 {
343 if (!pl->ob || !pl->ns)
344 continue;
345
346 if (settings.casting_time)
347 {
348 if (pl->ob->casting_time > 0)
349 {
350 pl->ob->casting_time--;
351 pl->ob->start_holding = 1;
352 }
353
354 /* set spell_state so we can update the range in stats field */
355 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
356 pl->ob->start_holding = 0;
357 }
358
359 do_some_living (pl->ob);
360 }
361 }
362
363 static void
364 process_players2 ()
365 {
366 /* Then check if any players should use weapon-speed instead of speed */
367 for_all_players (pl)
368 {
369 /* The code that did weapon_sp handling here was out of place -
370 * this isn't called until after the player has finished there
371 * actions, and is thus out of place. All we do here is bounds
372 * checking.
373 */
374 if (pl->has_hit)
375 {
376 if (pl->ob->speed_left > pl->weapon_sp)
377 pl->ob->speed_left = pl->weapon_sp;
378
379 /* This needs to be here - if the player is running, we need to
380 * clear this each tick, but new commands are not being received
381 * so execute_newserver_command() is never called
382 */
383 pl->has_hit = 0;
384 }
385 else if (pl->ob->speed_left > pl->ob->speed)
386 pl->ob->speed_left = pl->ob->speed;
387 }
388 }
389
390 void
391 process_events ()
392 {
393 object *op;
394
395 static object_ptr marker_;
396
397 if (!marker_)
398 marker_ = object::create ();
399
400 object *marker = marker_;
401
402 process_players1 ();
403
404 marker->active_next = active_objects;
405
406 if (marker->active_next)
407 marker->active_next->active_prev = marker;
408
409 marker->active_prev = 0;
410 active_objects = marker;
411
412 while (marker->active_next)
413 {
414 op = marker->active_next;
415
416 /* Move marker forward - swap op and marker */
417 op->active_prev = marker->active_prev;
418
419 if (op->active_prev)
420 op->active_prev->active_next = op;
421 else
422 active_objects = op;
423
424 marker->active_next = op->active_next;
425
426 if (marker->active_next)
427 marker->active_next->active_prev = marker;
428
429 marker->active_prev = op;
430 op->active_next = marker;
431
432 /* Now process op */
433 if (QUERY_FLAG (op, FLAG_FREED))
434 {
435 LOG (llevError, "BUG: process_events(): Free object on list\n");
436 op->set_speed (0);
437 continue;
438 }
439
440 /* I've seen occasional crashes due to this - the object is removed,
441 * and thus the map it points to (last map it was on) may be bogus
442 * The real bug is to try to find out the cause of this - someone
443 * is probably calling remove_ob without either an insert_ob or
444 * free_object afterwards, leaving an object dangling. But I'd
445 * rather log this and continue on instead of crashing.
446 * Don't remove players - when a player quits, the object is in
447 * sort of a limbo, of removed, but something we want to keep
448 * around.
449 */
450 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
451 {
452 LOG (llevError, "BUG: process_events(): Removed object on list\n");
453 char *dump = dump_object (op);
454 LOG (llevError, dump);
455 free (dump);
456 op->destroy ();
457 continue;
458 }
459
460 if (!op->speed)
461 {
462 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
463 "but is on active list\n", &op->arch->name);
464 op->set_speed (0);
465 continue;
466 }
467
468 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
469 {
470 LOG (llevError, "BUG: process_events(): Object without map or "
471 "inventory is on active list: %s (%d)\n", &op->name, op->count);
472 op->set_speed (0);
473 continue;
474 }
475
476 /* Animate the object. Bug or feature that anim_speed
477 * is based on ticks, and not the creatures speed?
478 */
479 if (op->anim_speed && op->last_anim >= op->anim_speed)
480 {
481 if ((op->type == PLAYER))
482 animate_object (op, op->facing);
483 else
484 animate_object (op, op->direction);
485
486 op->last_anim = 1;
487 }
488 else
489 op->last_anim++;
490
491 if (op->speed_left > 0)
492 {
493 #if 0
494 /* I've seen occasional crashes in move_symptom() with it
495 * crashing because op is removed - add some debugging to
496 * track if it is removed at this point.
497 * This unfortunately is a bit too verbose it seems - not sure
498 * why - I think what happens is a map is freed or something and
499 * some objects get 'lost' - removed never to be reclaimed.
500 * removed objects generally shouldn't exist.
501 */
502 if (QUERY_FLAG (op, FLAG_REMOVED))
503 {
504 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
505 }
506 #endif
507 --op->speed_left;
508 process_object (op);
509
510 if (op->destroyed ())
511 continue;
512 }
513
514 if (settings.casting_time == TRUE && op->casting_time > 0)
515 op->casting_time--;
516
517 if (op->speed_left <= 0)
518 op->speed_left += FABS (op->speed);
519 }
520
521 /* Remove marker object from active list */
522 if (marker->active_prev != NULL)
523 marker->active_prev->active_next = NULL;
524 else
525 active_objects = NULL;
526
527 process_players2 ();
528 }
529
530 /* clean up everything before exiting */
531 void
532 emergency_save ()
533 {
534 LOG (llevDebug, "emergency save begin.\n");
535
536 LOG (llevDebug, "saving players.\n");
537 for_all_players (pl)
538 pl->save (1);
539
540 // for_all_players (pl)
541 // if (pl->ob)
542 // pl->ob->remove ();
543
544 LOG (llevDebug, "saving maps.\n");
545 maptile::emergency_save ();
546
547 LOG (llevDebug, "saving book archive.\n");
548 write_book_archive ();
549
550 LOG (llevDebug, "emergency save done.\n");
551 }
552
553 /* clean up everything before exiting */
554 void
555 cleanup (bool make_core)
556 {
557 LOG (llevDebug, "cleanup begin.\n");
558
559 in_cleanup = true;
560
561 if (init_done)
562 emergency_save ();
563
564 LOG (llevDebug, "running cleanup handlers.\n");
565 INVOKE_GLOBAL (CLEANUP);
566
567 LOG (llevDebug, "cleanup done.\n");
568
569 if (make_core)
570 abort ();
571 else
572 _exit (0);
573 }
574
575 void
576 leave (player *pl, int draw_exit)
577 {
578 if (pl)
579 {
580 if (pl->ob->type != DEAD_OBJECT)
581 {
582 /* If a hidden dm dropped connection do not create
583 * inconsistencies by showing that they have left the game
584 */
585 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
586 && draw_exit)
587 {
588 if (pl->ob->map)
589 {
590 INVOKE_PLAYER (LOGOUT, pl);
591 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
592 }
593
594 char buf[MAX_BUF];
595
596 sprintf (buf, "%s left the game.", &pl->ob->name);
597 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
598 }
599
600 pl->ob->remove ();
601 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
602 }
603
604 /* We do this so that the socket handling routine can do the final
605 * cleanup. We also leave that loop to actually handle the freeing
606 * of the data.
607 */
608 if (pl->ns)
609 pl->ns->destroy ();
610
611 }
612 }
613
614 int
615 forbid_play (void)
616 {
617 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
618 char buf[MAX_BUF], day[MAX_BUF];
619 FILE *fp;
620 time_t clock;
621 struct tm *tm;
622 int i, start, stop, forbit = 0, comp;
623
624 clock = time (NULL);
625 tm = (struct tm *) localtime (&clock);
626
627 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
628 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
629 return 0;
630
631 while (fgets (buf, MAX_BUF, fp))
632 {
633 if (buf[0] == '#')
634 continue;
635 if (!strncmp (buf, "msg", 3))
636 {
637 if (forbit)
638 while (fgets (buf, MAX_BUF, fp)) /* print message */
639 fputs (buf, logfile);
640 break;
641
642 }
643 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
644 {
645 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
646 continue;
647 }
648
649 for (i = 0; i < 7; i++)
650 {
651 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
652 forbit = 1;
653 }
654 }
655
656 close_and_delete (fp, comp);
657
658 return forbit;
659 #else
660 return 0;
661 #endif
662 }
663
664 /*
665 * do_specials() is a collection of functions to call from time to time.
666 * Modified 2000-1-14 MSW to use the global pticks count to determine how
667 * often to do things. This will allow us to spred them out more often.
668 * I use prime numbers for the factor count - in that way, it is less likely
669 * these actions will fall on the same tick (compared to say using 500/2500/15000
670 * which would mean on that 15,000 tick count a whole bunch of stuff gets
671 * done). Of course, there can still be times where multiple specials are
672 * done on the same tick, but that will happen very infrequently
673 *
674 * I also think this code makes it easier to see how often we really are
675 * doing the various things.
676 */
677
678 extern unsigned long todtick;
679
680 void
681 do_specials (void)
682 {
683 if (!(pticks % PTICKS_PER_CLOCK))
684 tick_the_clock ();
685
686 if (!(pticks % 7))
687 shstr::gc ();
688
689 if (!(pticks % 2503))
690 fix_weight (); /* Hack to fix weightproblems caused by bugs */
691
692 if (!(pticks % 5003))
693 write_book_archive ();
694
695 if (!(pticks % 5009))
696 clean_friendly_list ();
697
698 if (!(pticks % 5011))
699 obsolete_parties ();
700
701 if (!(pticks % 12503))
702 fix_luck ();
703 }
704
705 void
706 server_tick ()
707 {
708 // first do the user visible stuff
709 doeric_server ();
710 INVOKE_GLOBAL (CLOCK);
711 process_events (); /* "do" something with objects with speed */
712 flush_sockets ();
713
714 // then do some bookkeeping, should not really be here
715 do_specials (); /* Routines called from time to time. */
716 attachable::check_mortals ();
717
718 ++pticks;
719 }
720
721 int
722 main (int argc, char **argv)
723 {
724 settings.argc = argc;
725 settings.argv = argv;
726
727 init (argc, argv);
728
729 initPlugins ();
730
731 for (;;)
732 cfperl_main ();
733
734 // unreached
735 cleanup ();
736
737 return 0;
738 }