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Comparing deliantra/server/server/main.C (file contents):
Revision 1.71 by root, Mon Jan 1 15:32:40 2007 UTC vs.
Revision 1.152 by root, Sun Apr 18 12:50:07 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <tod.h> 27#include <tod.h>
27 28
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> 29#include <sproto.h>
37#include <time.h> 30#include <time.h>
31
32#include <glib.h>
38 33
39#include <../random_maps/random_map.h> 34#include <../random_maps/random_map.h>
40#include <../random_maps/rproto.h> 35#include <../random_maps/rproto.h>
41#include "path.h" 36#include "path.h"
42 37
43static char days[7][4] = {
44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45};
46
47void 38void
48version (object *op) 39version (object *op)
49{ 40{
50 if (op)
51 clear_win_info (op);
52
53 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION); 41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
54
55 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
56 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
57 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
58 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
59 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
60 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
61 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
62 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
63 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
64 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
65 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
66 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
67 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jørgensen <jorgens@flipper.pvv.unit.no>");
68 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
69 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
70 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
71 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
72 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
73 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
74 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
75 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
76 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
77 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
78 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
79 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
80 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
81 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
82 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
83 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
84 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
85 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
86 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
87 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
88 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
89 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
90 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
91 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
92 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
93 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
94 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
95 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
96 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
97 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
98 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
99
100 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
101 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
102 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
103 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
104 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
105 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg <maxmc@telia.com>");
106 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
107} 42}
108 43
109/* This is a basic little function to put the player back to his 44/* This is a basic little function to put the player back to his
110 * savebed. We do some error checking - its possible that the 45 * savebed. We do some error checking - its possible that the
111 * savebed map may no longer exist, so we make sure the player 46 * savebed map may no longer exist, so we make sure the player
112 * goes someplace. 47 * goes someplace.
113 */ 48 */
114void 49void
115enter_player_savebed (object *op) 50enter_player_savebed (object *op)
116{ 51{
117 object *tmp = object::create (); 52 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
118 EXIT_PATH (tmp) = op->contr->savebed_map;
119 EXIT_X (tmp) = op->contr->bed_x;
120 EXIT_Y (tmp) = op->contr->bed_y;
121 op->enter_exit (tmp);
122 tmp->destroy ();
123} 53}
124 54
125/* 55/*
126 * enter_map(): Moves the player and pets from current map (if any) to 56 * enter_map(): Moves the player and pets from current map (if any) to
127 * new map. map, x, y must be set. map is the map we are moving the 57 * new map. map, x, y must be set. map is the map we are moving the
130 * the function that calls this should figure them out. 60 * the function that calls this should figure them out.
131 */ 61 */
132void 62void
133object::enter_map (maptile *newmap, int x, int y) 63object::enter_map (maptile *newmap, int x, int y)
134{ 64{
135 if (destroyed () || !newmap) 65 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
136 return; 66 return;
137 67
138 if (out_of_map (newmap, x, y)) 68 if (out_of_map (newmap, x, y))
139 { 69 {
140 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); 70 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
147 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); 77 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
148 return; 78 return;
149 } 79 }
150 } 80 }
151 81
152 if (map && map != newmap) 82 if (contr && map != newmap && map)
153 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) 83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
154 return; 84 return;
155 85
156 /* If it is a player login, he has yet to be inserted anyplace. 86 // remove, so stupid ob_locked does not trigger a failure
157 * otherwise, we need to deal with removing the player here.
158 */
159 remove (); 87 remove ();
160 88
161 /* try to find a spot for the player */ 89 /* try to find a spot for the player */
162 if (ob_blocked (this, newmap, x, y)) 90 if (blocked (newmap, x, y))
163 { /* First choice blocked */ 91 { /* First choice blocked */
164 /* We try to find a spot for the player, starting closest in. 92 /* We try to find a spot for the player, starting closest in.
165 * We could use find_first_free_spot, but that doesn't randomize it at all, 93 * We could use find_first_free_spot, but that doesn't randomize it at all,
166 * So for example, if the north space is free, you would always end up there even 94 * So for example, if the north space is free, you would always end up there even
167 * if other spaces around are available. 95 * if other spaces around are available.
185 else 113 else
186 /* not much we can do in this case. */ 114 /* not much we can do in this case. */
187 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); 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);
188 } 116 }
189 117
190 if (map != newmap && contr) 118 if (contr && map != newmap)
191 { 119 {
192 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 120 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
193 return; 121 return;
194 122
195 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) 123 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
200 this->y = y; 128 this->y = y;
201 map = newmap; 129 map = newmap;
202 130
203 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON); 131 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
204 132
205 enemy = NULL; 133 enemy = 0;
206 134
207 if (contr) 135 if (contr)
208 { 136 {
209 contr->maplevel = newmap->path; 137 contr->maplevel = newmap->path;
210 contr->count = 0; 138 contr->count = 0;
211 } 139 }
212 140
213 /* Update any golems */ 141 /* Update any golems */
214 if (type == PLAYER && contr->ranges[range_golem]) 142 if (type == PLAYER)
215 { 143 if (object *golem = contr->golem)
216 int i = find_free_spot (contr->ranges[range_golem], newmap,
217 x, y, 1, SIZEOFFREE);
218
219 contr->ranges[range_golem]->remove ();
220
221 if (i == -1)
222 { 144 {
223 remove_friendly_object (contr->ranges[range_golem]); 145 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
224 contr->ranges[range_golem]->destroy (); 146
225 contr->ranges[range_golem] = 0; 147 if (i < 0)
226 } 148 golem->drop_and_destroy ();
227 else 149 else
228 {
229 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
230 { 150 {
231 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 151 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
232 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 152 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
233 tmp->map = newmap;
234 } 153 }
235
236 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
237 contr->ranges[range_golem]->direction =
238 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
239 } 154 }
240 }
241
242 direction = 0;
243 155
244 /* since the players map is already loaded, we don't need to worry 156 /* since the players map is already loaded, we don't need to worry
245 * about pending objects. 157 * about pending objects.
246 */ 158 */
247 remove_all_pets (newmap); 159 remove_all_pets (newmap);
255 * is needed after the players have been updated. 167 * is needed after the players have been updated.
256 */ 168 */
257static void 169static void
258process_players1 () 170process_players1 ()
259{ 171{
260 int flag;
261
262 /* Basically, we keep looping until all the players have done their actions. */ 172 /* Basically, we keep looping until all the players have done their actions. */
263 for (flag = 1; flag != 0;) 173 for (int flag = 1; flag != 0;)
264 { 174 {
265 flag = 0; 175 flag = 0;
266 for_all_players (pl) 176 for_all_players (pl)
267 { 177 {
268 pl->refcnt_chk (); 178 pl->refcnt_chk ();
269 179
270 if (!pl->ob || !pl->ns || !pl->ob->active ()) 180 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
271 continue; 181 continue;
272 182
273 if (pl->ob->speed_left > 0)
274 if (handle_newcs_player (pl->ob)) 183 if (handle_newcs_player (pl->ob))
275 flag = 1; 184 flag = 1;
276
277 /* If the player is not actively playing, don't make a
278 * backup save - nothing to save anyway. Plus, the
279 * map may not longer be valid. This can happen when the
280 * player quits - they exist for purposes of tracking on the map,
281 * but don't actually reside on any actual map.
282 */
283 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
284 continue;
285
286#ifdef AUTOSAVE
287 /* check for ST_PLAYING state so that we don't try to save off when
288 * the player is logging in.
289 */
290 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
291 {
292 pl->ob->contr->save ();
293 pl->last_save_tick = pticks;
294 } 185 }
295#endif 186 }
296 } /* end of for loop for all the players */
297 } /* for flag */
298 187
299 for_all_players (pl) 188 for_all_players (pl)
300 { 189 {
190 object *ob = pl->ob;
191
192 // process_objects destroys the speed_left value
193 pl->speed_left_save = ob->speed_left;
194
301 if (!pl->ob || !pl->ns || !pl->ob->active ()) 195 if (expect_false (!ob || !pl->ns || !ob->active))
302 continue; 196 continue;
303 197
304 if (settings.casting_time)
305 {
306 if (pl->ob->casting_time > 0)
307 {
308 pl->ob->casting_time--;
309 pl->ob->start_holding = 1;
310 }
311
312 /* set spell_state so we can update the range in stats field */
313 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
314 pl->ob->start_holding = 0;
315 }
316
317 do_some_living (pl->ob); 198 do_some_living (ob);
318 } 199 }
319} 200}
320 201
321static void 202static void
322process_players2 () 203process_players2 ()
323{ 204{
324 /* Then check if any players should use weapon-speed instead of speed */ 205 /* Then check if any players should use weapon-speed instead of speed */
325 for_all_players (pl) 206 for_all_players (pl)
326 { 207 {
327 /* The code that did weapon_sp handling here was out of place - 208 // restore speed_left value saved by process_players1
328 * this isn't called until after the player has finished there
329 * actions, and is thus out of place. All we do here is bounds
330 * checking.
331 */
332 if (pl->has_hit)
333 {
334 if (pl->ob->speed_left > pl->weapon_sp)
335 pl->ob->speed_left = pl->weapon_sp;
336
337 /* This needs to be here - if the player is running, we need to
338 * clear this each tick, but new commands are not being received
339 * so execute_newserver_command() is never called
340 */
341 pl->has_hit = 0;
342 }
343 else if (pl->ob->speed_left > pl->ob->speed)
344 pl->ob->speed_left = pl->ob->speed; 209 pl->ob->speed_left = pl->speed_left_save;
345 }
346}
347 210
348void 211 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
212 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
213 }
214}
215
216static void
349process_events () 217process_events ()
350{ 218{
351 object *op;
352
353 static object_ptr marker_;
354
355 if (!marker_)
356 marker_ = object::create ();
357
358 object *marker = marker_;
359
360 process_players1 (); 219 process_players1 ();
361 220
362 marker->active_next = active_objects; 221 for_all_actives (op)
363
364 if (marker->active_next)
365 marker->active_next->active_prev = marker;
366
367 marker->active_prev = 0;
368 active_objects = marker;
369
370 while (marker->active_next)
371 { 222 {
372 op = marker->active_next; 223 // try to prefetch some stuff we expect to need
224 // obviously, it should be grouped into the same cacheline.
225 // preliminary results indicate that this gives halves the speed
226 // used for the inner loop
227 if (_i < actives.size ()) // HACK, rely on _i :/
228 {
229 object *next = actives [_i + 1];
373 230
374 /* Move marker forward - swap op and marker */ 231 prefetch (&next->flag , 0, 1);
375 op->active_prev = marker->active_prev; 232 prefetch (&next->speed , 0, 1);
376 233 prefetch (&next->anim_speed, 0, 1);
377 if (op->active_prev) 234 prefetch (&next->contr , 0, 1);
378 op->active_prev->active_next = op; 235 }
379 else
380 active_objects = op;
381
382 marker->active_next = op->active_next;
383
384 if (marker->active_next)
385 marker->active_next->active_prev = marker;
386
387 marker->active_prev = op;
388 op->active_next = marker;
389 236
390 /* Now process op */ 237 /* Now process op */
391 if (QUERY_FLAG (op, FLAG_FREED)) 238 if (expect_false (op->flag [FLAG_FREED]))
392 { 239 {
393 LOG (llevError, "BUG: process_events(): Free object on list\n"); 240 LOG (llevError, "BUG: process_events(): Free object on list\n");
394 op->set_speed (0); 241 op->set_speed (0);
395 continue; 242 continue;
396 } 243 }
397 244
398 /* I've seen occasional crashes due to this - the object is removed,
399 * and thus the map it points to (last map it was on) may be bogus
400 * The real bug is to try to find out the cause of this - someone
401 * is probably calling remove_ob without either an insert_ob or
402 * free_object afterwards, leaving an object dangling. But I'd
403 * rather log this and continue on instead of crashing.
404 * Don't remove players - when a player quits, the object is in
405 * sort of a limbo, of removed, but something we want to keep
406 * around.
407 */
408 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
409 {
410 LOG (llevError, "BUG: process_events(): Removed object on list\n");
411 char *dump = dump_object (op);
412 LOG (llevError, dump);
413 free (dump);
414 op->destroy ();
415 continue;
416 }
417
418 if (!op->has_active_speed ()) 245 if (expect_false (!op->has_active_speed ()))
419 { 246 {
420 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " 247 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
421 "but is on active list\n", op->debug_desc (), op->speed); 248 "but is on active list\n", op->debug_desc (), op->speed);
422 op->set_speed (0); 249 op->set_speed (0);
423 continue; 250 continue;
424 } 251 }
425 252
426 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 253 if (expect_false (op->flag [FLAG_REMOVED]))
427 { 254 {
428 LOG (llevError, "BUG: process_events(): Object without map or " 255 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
429 "inventory is on active list: %s (%d)\n", &op->name, op->count); 256 op->debug_desc ());
430 op->set_speed (0); 257 op->set_speed (0);
431 continue; 258 continue;
432 } 259 }
433 260
434 /* Animate the object. Bug or feature that anim_speed 261 /* Animate the object. Bug or feature that anim_speed
435 * is based on ticks, and not the creatures speed? 262 * is based on ticks, and not the creatures speed?
436 */ 263 */
437 if (op->anim_speed && op->last_anim >= op->anim_speed) 264 if (op->anim_speed && op->last_anim >= op->anim_speed)
438 { 265 {
439 if ((op->type == PLAYER))
440 animate_object (op, op->facing);
441 else
442 animate_object (op, op->direction); 266 animate_object (op, op->contr ? op->facing : op->direction);
443
444 op->last_anim = 1; 267 op->last_anim = 1;
445 } 268 }
446 else 269 else
447 op->last_anim++; 270 ++op->last_anim;
448 271
449 if (op->speed_left > 0) 272 if (expect_false (op->speed_left > 0.f))
450 {
451#if 0
452 /* I've seen occasional crashes in move_symptom() with it
453 * crashing because op is removed - add some debugging to
454 * track if it is removed at this point.
455 * This unfortunately is a bit too verbose it seems - not sure
456 * why - I think what happens is a map is freed or something and
457 * some objects get 'lost' - removed never to be reclaimed.
458 * removed objects generally shouldn't exist.
459 */
460 if (QUERY_FLAG (op, FLAG_REMOVED))
461 { 273 {
462 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
463 }
464#endif
465 --op->speed_left; 274 --op->speed_left;
466 process_object (op); 275 process_object (op);
467
468 if (op->destroyed ())
469 continue;
470 } 276 }
471 277
472 if (settings.casting_time == TRUE && op->casting_time > 0) 278 // this will destroy the speed_left value for players, but
473 op->casting_time--; 279 // process_players1 and ..2 save/restore the real value,
474 280 // so we can avoid a costly test here.
475 if (op->speed_left <= 0) 281 op->speed_left = min (op->speed, op->speed_left + op->speed);
476 op->speed_left += FABS (op->speed);
477 } 282 }
478
479 /* Remove marker object from active list */
480 if (marker->active_prev != NULL)
481 marker->active_prev->active_next = NULL;
482 else
483 active_objects = NULL;
484 283
485 process_players2 (); 284 process_players2 ();
486} 285}
487 286
488/* clean up everything before exiting */ 287/* clean up everything before exiting */
489void 288void
490emergency_save () 289emergency_save ()
491{ 290{
492 LOG (llevDebug, "emergency save begin.\n"); 291 LOG (llevDebug, "emergency save begin.\n");
493 292
494 LOG (llevDebug, "saving players.\n");
495 for_all_players (pl)
496 pl->save (1);
497
498// for_all_players (pl)
499// if (pl->ob)
500// pl->ob->remove ();
501
502 LOG (llevDebug, "saving maps.\n");
503 maptile::emergency_save (); 293 cfperl_emergency_save ();
504 294
505 LOG (llevDebug, "saving book archive.\n"); 295 LOG (llevDebug, "saving book archive.\n");
506 write_book_archive (); 296 write_book_archive ();
507 297
508 LOG (llevDebug, "emergency save done.\n"); 298 LOG (llevDebug, "emergency save done.\n");
509} 299}
510 300
301// send all clients some informational text
302static void
303cleanup_inform (const char *cause, bool make_core)
304{
305 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
306
307 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
308 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
309
310 if (make_core)
311 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
312 else
313 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
314
315 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
316
317 client::flush_sockets ();
318}
319
511/* clean up everything before exiting */ 320/* clean up everything before exiting */
512void 321void
513cleanup (bool make_core) 322cleanup (const char *cause, bool make_core)
514{ 323{
324 if (make_core)
325 fork_abort (cause);
326
327 LOG (llevError, "cleanup cause: %s\n", cause);
328
329 if (!make_core)
330 cleanup_inform (cause, make_core);
331
515 LOG (llevDebug, "cleanup begin.\n"); 332 LOG (llevDebug, "cleanup begin.\n");
516 333
517 if (init_done && !in_cleanup) 334 if (init_done && !in_cleanup)
518 { 335 {
519 in_cleanup = true; 336 in_cleanup = true;
525 LOG (llevDebug, "running cleanup handlers.\n"); 342 LOG (llevDebug, "running cleanup handlers.\n");
526 INVOKE_GLOBAL (CLEANUP); 343 INVOKE_GLOBAL (CLEANUP);
527 344
528 LOG (llevDebug, "cleanup done.\n"); 345 LOG (llevDebug, "cleanup done.\n");
529 346
347 log_cleanup ();
348
530 if (make_core) 349 if (make_core)
531 abort (); 350 cleanup_inform (cause, make_core);
532 else 351 else
533 _exit (0);
534}
535
536void
537leave (player *pl, int draw_exit)
538{
539 if (pl)
540 {
541 if (pl->ob->type != DEAD_OBJECT)
542 {
543 /* If a hidden dm dropped connection do not create
544 * inconsistencies by showing that they have left the game
545 */
546 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
547 && draw_exit)
548 {
549 if (pl->ob->map)
550 {
551 INVOKE_PLAYER (LOGOUT, pl);
552 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
553 }
554
555 char buf[MAX_BUF];
556
557 sprintf (buf, "%s left the game.", &pl->ob->name);
558 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
559 }
560
561 pl->ob->remove ();
562 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
563 }
564
565 /* We do this so that the socket handling routine can do the final
566 * cleanup. We also leave that loop to actually handle the freeing
567 * of the data.
568 */
569 if (pl->ns)
570 pl->ns->destroy ();
571
572 } 352 {
573} 353 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
574 354 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
575int 355 client::flush_sockets ();
576forbid_play (void)
577{
578#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
579 char buf[MAX_BUF], day[MAX_BUF];
580 FILE *fp;
581 time_t clock;
582 struct tm *tm;
583 int i, start, stop, forbit = 0, comp;
584
585 clock = time (NULL);
586 tm = (struct tm *) localtime (&clock);
587
588 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
589 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
590 return 0;
591
592 while (fgets (buf, MAX_BUF, fp))
593 { 356 }
594 if (buf[0] == '#')
595 continue;
596 if (!strncmp (buf, "msg", 3))
597 {
598 if (forbit)
599 while (fgets (buf, MAX_BUF, fp)) /* print message */
600 fputs (buf, logfile);
601 break;
602 357
603 } 358 cfperl_cleanup (make_core);
604 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 359 _exit (make_core);
605 {
606 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
607 continue;
608 }
609
610 for (i = 0; i < 7; i++)
611 {
612 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
613 forbit = 1;
614 }
615 }
616
617 close_and_delete (fp, comp);
618
619 return forbit;
620#else
621 return 0;
622#endif
623} 360}
624 361
625/* 362/*
626 * do_specials() is a collection of functions to call from time to time. 363 * do_specials() is a collection of functions to call from time to time.
627 * Modified 2000-1-14 MSW to use the global pticks count to determine how 364 * Modified 2000-1-14 MSW to use the global pticks count to determine how
628 * often to do things. This will allow us to spred them out more often. 365 * often to do things. This will allow us to spred them out more often.
629 * I use prime numbers for the factor count - in that way, it is less likely 366 * I use prime numbers for the factor count - in that way, it is less likely
630 * these actions will fall on the same tick (compared to say using 500/2500/15000 367 * these actions will fall on the same tick (compared to say using 500/2500/15000
631 * which would mean on that 15,000 tick count a whole bunch of stuff gets 368 * which would mean on that 15,000 tick count a whole bunch of stuff gets
633 * done on the same tick, but that will happen very infrequently 370 * done on the same tick, but that will happen very infrequently
634 * 371 *
635 * I also think this code makes it easier to see how often we really are 372 * I also think this code makes it easier to see how often we really are
636 * doing the various things. 373 * doing the various things.
637 */ 374 */
638 375static void
639extern unsigned long todtick;
640
641void
642do_specials (void) 376do_specials ()
643{ 377{
644 if (!(pticks % PTICKS_PER_CLOCK))
645 tick_the_clock ();
646
647 if (!(pticks % 7))
648 shstr::gc (); 378 shstr::gc ();
379 archetype::gc ();
649 380
381 if (expect_false (!(pticks % TICKS_PER_HOUR)))
382 maptile::adjust_daylight ();
383
650 if (!(pticks % 2503)) 384 if (expect_false (!(pticks % 2503)))
651 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 385 fix_weight (); /* Hack to fix weightproblems caused by bugs */
652 386
653 if (!(pticks % 5003)) 387 if (expect_false (!(pticks % 5003)))
654 write_book_archive (); 388 write_book_archive ();
655 389
656 if (!(pticks % 5009)) 390 if (expect_false (!(pticks % 5009)))
657 clean_friendly_list (); 391 clean_friendly_list ();
658 392
659 if (!(pticks % 5011)) 393 if (expect_false (!(pticks % 5011)))
660 obsolete_parties (); 394 obsolete_parties ();
661 395
662 if (!(pticks % 12503)) 396 if (expect_false (!(pticks % 12503)))
663 fix_luck (); 397 fix_luck ();
664} 398}
665 399
666void 400void
667server_tick () 401server_tick ()
668{ 402{
669 // first do the user visible stuff 403 // first do the user visible stuff
670 doeric_server ();
671 INVOKE_GLOBAL (CLOCK); 404 INVOKE_GLOBAL (CLOCK);
672 process_events (); /* "do" something with objects with speed */ 405 process_events (); // "do" something with objects with speed
673 flush_sockets (); 406 client::clock (); // draw client maps etc.
674 407
675 // then do some bookkeeping, should not really be here 408 // then do some bookkeeping, should not really be here
676 do_specials (); /* Routines called from time to time. */ 409 do_specials (); /* Routines called from time to time. */
677 attachable::check_mortals (); 410 attachable::check_mortals ();
678 411
679 ++pticks; 412 ++pticks;
680}
681 413
414 if (object::object_count >= RESTART_COUNT)
415 cleanup ("running out of protocol ID values - need full restart");
416}
417
418// normal main
682int 419int
683main (int argc, char **argv) 420main (int argc, char **argv)
684{ 421{
685 settings.argc = argc; 422 settings.argc = argc;
686 settings.argv = argv; 423 settings.argv = argv;
424
425 rndm.seed (time (0));
426 g_thread_init (0); // for the slice allocator only
687 427
688 init (argc, argv); 428 init (argc, argv);
689
690 initPlugins ();
691 429
692 for (;;) 430 for (;;)
693 cfperl_main (); 431 cfperl_main ();
694
695 cleanup (true);
696} 432}
697 433

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