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Comparing deliantra/server/server/main.C (file contents):
Revision 1.89 by root, Sun Feb 4 17:51:12 2007 UTC vs.
Revision 1.111 by root, Sun Jun 24 04:09:29 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <tod.h> 27#include <tod.h>
38}; 38};
39 39
40void 40void
41version (object *op) 41version (object *op)
42{ 42{
43 if (op)
44 clear_win_info (op);
45
46 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION); 43 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION);
47 44
48 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); 45 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
49 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>"); 46 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
50 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>"); 47 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
203 contr->maplevel = newmap->path; 200 contr->maplevel = newmap->path;
204 contr->count = 0; 201 contr->count = 0;
205 } 202 }
206 203
207 /* Update any golems */ 204 /* Update any golems */
208 if (type == PLAYER && contr->ranges[range_golem]) 205 if (type == PLAYER)
206 if (object *golem = contr->golem)
209 { 207 {
210 int i = find_free_spot (contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE); 208 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
211 209
212 if (i < 0) 210 if (i < 0)
213 { 211 golem->destroy ();
214 contr->ranges[range_golem]->destroy ();
215 contr->ranges[range_golem] = 0;
216 }
217 else 212 else
218 { 213 {
219 newmap->insert (contr->ranges[range_golem], x + freearr_x[i], y + freearr_y[i]); 214 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
220 215 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
221 contr->ranges[range_golem]->direction =
222 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
223 } 216 }
224 } 217 }
225 218
226 /* since the players map is already loaded, we don't need to worry 219 /* since the players map is already loaded, we don't need to worry
227 * about pending objects. 220 * about pending objects.
228 */ 221 */
229 remove_all_pets (newmap); 222 remove_all_pets (newmap);
237 * is needed after the players have been updated. 230 * is needed after the players have been updated.
238 */ 231 */
239static void 232static void
240process_players1 () 233process_players1 ()
241{ 234{
242 int flag;
243
244 /* Basically, we keep looping until all the players have done their actions. */ 235 /* Basically, we keep looping until all the players have done their actions. */
245 for (flag = 1; flag != 0;) 236 for (int flag = 1; flag != 0;)
246 { 237 {
247 flag = 0; 238 flag = 0;
248 for_all_players (pl) 239 for_all_players (pl)
249 { 240 {
250 pl->refcnt_chk (); 241 pl->refcnt_chk ();
251 242
252 if (!pl->ob || !pl->ns || !pl->ob->active) 243 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
253 continue; 244 continue;
254 245
255 if (pl->ob->speed_left > 0 && pl->ns)
256 if (handle_newcs_player (pl->ob)) 246 if (handle_newcs_player (pl->ob))
257 flag = 1; 247 flag = 1;
258 248 }
259 /* If the player is not actively playing, don't make a 249 }
260 * backup save - nothing to save anyway. Plus, the
261 * map may not longer be valid. This can happen when the
262 * player quits - they exist for purposes of tracking on the map,
263 * but don't actually reside on any actual map.
264 */
265 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
266 continue;
267 } /* end of for loop for all the players */
268 } /* for flag */
269 250
270 for_all_players (pl) 251 for_all_players (pl)
271 { 252 {
253 object *ob = pl->ob;
254
272 if (!pl->ob || !pl->ns || !pl->ob->active) 255 if (expect_false (!ob || !pl->ns || !ob->active))
273 continue; 256 continue;
274 257
275 if (settings.casting_time)
276 {
277 if (pl->ob->casting_time > 0)
278 {
279 pl->ob->casting_time--;
280 pl->ob->start_holding = 1;
281 }
282
283 /* set spell_state so we can update the range in stats field */
284 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
285 pl->ob->start_holding = 0;
286 }
287
288 do_some_living (pl->ob); 258 do_some_living (ob);
289 } 259 }
290} 260}
291 261
292static void 262static void
293process_players2 () 263process_players2 ()
294{ 264{
295 /* Then check if any players should use weapon-speed instead of speed */ 265 /* Then check if any players should use weapon-speed instead of speed */
296 for_all_players (pl) 266 for_all_players (pl)
297 { 267 {
298 /* The code that did weapon_sp handling here was out of place - 268 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
299 * this isn't called until after the player has finished there 269 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
300 * actions, and is thus out of place. All we do here is bounds
301 * checking.
302 */
303 if (pl->has_hit)
304 {
305 if (pl->ob->speed_left > pl->weapon_sp)
306 pl->ob->speed_left = pl->weapon_sp;
307
308 /* This needs to be here - if the player is running, we need to
309 * clear this each tick, but new commands are not being received
310 * so execute_newserver_command() is never called
311 */
312 pl->has_hit = 0;
313 }
314 else if (pl->ob->speed_left > pl->ob->speed)
315 pl->ob->speed_left = pl->ob->speed;
316 } 270 }
317} 271}
318 272
319void 273void
320process_events () 274process_events ()
322 process_players1 (); 276 process_players1 ();
323 277
324 for_all_actives (op) 278 for_all_actives (op)
325 { 279 {
326 /* Now process op */ 280 /* Now process op */
327 if (QUERY_FLAG (op, FLAG_FREED)) 281 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
328 { 282 {
329 LOG (llevError, "BUG: process_events(): Free object on list\n"); 283 LOG (llevError, "BUG: process_events(): Free object on list\n");
330 op->set_speed (0); 284 op->set_speed (0);
331 continue; 285 continue;
332 } 286 }
333 287
334 /* I've seen occasional crashes due to this - the object is removed,
335 * and thus the map it points to (last map it was on) may be bogus
336 * The real bug is to try to find out the cause of this - someone
337 * is probably calling remove_ob without either an insert_ob or
338 * free_object afterwards, leaving an object dangling. But I'd
339 * rather log this and continue on instead of crashing.
340 * Don't remove players - when a player quits, the object is in
341 * sort of a limbo, of removed, but something we want to keep
342 * around.
343 */
344 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
345 {
346 LOG (llevError, "BUG: process_events(): Removed object on list\n");
347 char *dump = dump_object (op);
348 LOG (llevError, dump);
349 free (dump);
350 op->destroy ();
351 continue;
352 }
353
354 if (!op->has_active_speed ()) 288 if (expect_false (!op->has_active_speed ()))
355 { 289 {
356 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " 290 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
357 "but is on active list\n", op->debug_desc (), op->speed); 291 "but is on active list\n", op->debug_desc (), op->speed);
358 op->set_speed (0); 292 op->set_speed (0);
359 continue; 293 continue;
360 } 294 }
361 295
362 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 296 if (expect_false (op->flag [FLAG_REMOVED]))
363 { 297 {
364 LOG (llevError, "BUG: process_events(): Object without map or " 298 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
365 "inventory is on active list: %s (%d)\n", &op->name, op->count); 299 op->debug_desc ());
366 op->set_speed (0); 300 op->set_speed (0);
367 continue; 301 continue;
368 } 302 }
369 303
370 /* Animate the object. Bug or feature that anim_speed 304 /* Animate the object. Bug or feature that anim_speed
371 * is based on ticks, and not the creatures speed? 305 * is based on ticks, and not the creatures speed?
372 */ 306 */
373 if (op->anim_speed && op->last_anim >= op->anim_speed) 307 if (op->anim_speed && op->last_anim >= op->anim_speed)
374 { 308 {
375 if ((op->type == PLAYER))
376 animate_object (op, op->facing);
377 else
378 animate_object (op, op->direction); 309 animate_object (op, op->contr ? op->facing : op->direction);
379
380 op->last_anim = 1; 310 op->last_anim = 1;
381 } 311 }
382 else 312 else
383 op->last_anim++; 313 ++op->last_anim;
384 314
385 if (op->speed_left > 0) 315 if (op->speed_left > 0.f)
386 {
387#if 0
388 /* I've seen occasional crashes in move_symptom() with it
389 * crashing because op is removed - add some debugging to
390 * track if it is removed at this point.
391 * This unfortunately is a bit too verbose it seems - not sure
392 * why - I think what happens is a map is freed or something and
393 * some objects get 'lost' - removed never to be reclaimed.
394 * removed objects generally shouldn't exist.
395 */
396 if (QUERY_FLAG (op, FLAG_REMOVED))
397 { 316 {
398 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
399 }
400#endif
401 --op->speed_left; 317 --op->speed_left;
402 process_object (op); 318 process_object (op);
403 319
404 if (op->destroyed ()) 320 if (op->destroyed ())
405 continue; 321 continue;
406 } 322 }
407 323
408 if (settings.casting_time == TRUE && op->casting_time > 0) 324 if (!op->contr)
409 op->casting_time--; 325 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
410
411 if (op->speed_left <= 0)
412 op->speed_left += FABS (op->speed);
413 } 326 }
414 327
415 process_players2 (); 328 process_players2 ();
416} 329}
417 330
433static void 346static void
434cleanup_inform (const char *cause, bool make_core) 347cleanup_inform (const char *cause, bool make_core)
435{ 348{
436 int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN); 349 int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
437 350
438 new_draw_info_format (flags, 0, 0, "The server will now shutdown.\n"); 351 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
439 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); 352 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
440 353
441 if (make_core) 354 if (make_core)
442 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n"); 355 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
443 else 356 else
444 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.\n"); 357 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
445 358
446 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); 359 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
447 360
448 flush_sockets (); 361 flush_sockets ();
449} 362}
450 363
451/* clean up everything before exiting */ 364/* clean up everything before exiting */
476 LOG (llevDebug, "cleanup done.\n"); 389 LOG (llevDebug, "cleanup done.\n");
477 390
478 if (make_core) 391 if (make_core)
479 { 392 {
480 cleanup_inform (cause, make_core); 393 cleanup_inform (cause, make_core);
394 cfperl_cleanup (make_core);
481 _exit (1); 395 _exit (1);
482 } 396 }
483 else 397 else
484 { 398 {
485 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n"); 399 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
486 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n"); 400 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
487 flush_sockets (); 401 flush_sockets ();
402 cfperl_cleanup (make_core);
488 _exit (0); 403 _exit (0);
489 } 404 }
490} 405}
491 406
492int 407int
550 * done on the same tick, but that will happen very infrequently 465 * done on the same tick, but that will happen very infrequently
551 * 466 *
552 * I also think this code makes it easier to see how often we really are 467 * I also think this code makes it easier to see how often we really are
553 * doing the various things. 468 * doing the various things.
554 */ 469 */
555
556extern unsigned long todtick;
557
558void 470void
559do_specials (void) 471do_specials (void)
560{ 472{
561 if (!(pticks % PTICKS_PER_CLOCK)) 473 if (expect_false (!(pticks % TICKS_PER_HOUR)))
562 tick_the_clock (); 474 adjust_daylight ();
563 475
564 if (!(pticks % 7)) 476 if (expect_false (!(pticks % 7)))
565 shstr::gc (); 477 shstr::gc ();
566 478
567 if (!(pticks % 2503)) 479 if (expect_false (!(pticks % 2503)))
568 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 480 fix_weight (); /* Hack to fix weightproblems caused by bugs */
569 481
570 if (!(pticks % 5003)) 482 if (expect_false (!(pticks % 5003)))
571 write_book_archive (); 483 write_book_archive ();
572 484
573 if (!(pticks % 5009)) 485 if (expect_false (!(pticks % 5009)))
574 clean_friendly_list (); 486 clean_friendly_list ();
575 487
576 if (!(pticks % 5011)) 488 if (expect_false (!(pticks % 5011)))
577 obsolete_parties (); 489 obsolete_parties ();
578 490
579 if (!(pticks % 12503)) 491 if (expect_false (!(pticks % 12503)))
580 fix_luck (); 492 fix_luck ();
581} 493}
582 494
583void 495void
584server_tick () 496server_tick ()

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