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Comparing deliantra/server/server/main.C (file contents):
Revision 1.143 by root, Fri Nov 6 13:31:47 2009 UTC vs.
Revision 1.155 by root, Wed Apr 21 06:45:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
81 81
82 if (contr && map != newmap && map) 82 if (contr && map != newmap && map)
83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) 83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
84 return; 84 return;
85 85
86 // remove, so stupid ob_locked does not trigger a failure 86 // remove, so stupid blocked does not trigger a failure
87 remove (); 87 remove ();
88 88
89 /* try to find a spot for the player */ 89 /* try to find a spot for the player */
90 if (blocked (newmap, x, y)) 90 if (blocked (newmap, x, y))
91 { /* First choice blocked */ 91 { /* First choice blocked */
96 * Note that for the second and third calls, we could start at a position other 96 * Note that for the second and third calls, we could start at a position other
97 * than one, but then we could end up on the other side of walls and so forth. 97 * than one, but then we could end up on the other side of walls and so forth.
98 */ 98 */
99 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1); 99 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
100 100
101 if (i == -1) 101 if (i < 0)
102 { 102 {
103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); 103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
104 if (i == -1) 104 if (i < 0)
105 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); 105 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
106 } 106 }
107 107
108 if (i != -1) 108 if (i >= 0)
109 { 109 {
110 x += freearr_x[i]; 110 x += freearr_x[i];
111 y += freearr_y[i]; 111 y += freearr_y[i];
112 } 112 }
113 else 113 else
122 122
123 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)))
124 return; 124 return;
125 } 125 }
126 126
127 this->x = x; 127 newmap->insert (this, x, y, 0, INS_NO_WALK_ON);
128 this->y = y;
129 map = newmap;
130
131 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
132 128
133 enemy = 0; 129 enemy = 0;
134 130
135 if (contr) 131 if (contr)
136 { 132 {
147 if (i < 0) 143 if (i < 0)
148 golem->drop_and_destroy (); 144 golem->drop_and_destroy ();
149 else 145 else
150 { 146 {
151 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]); 147 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
152 golem->direction = find_dir_2 (x - golem->x, y - golem->y); 148 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
153 } 149 }
154 } 150 }
155 151
156 /* since the players map is already loaded, we don't need to worry 152 /* since the players map is already loaded, we don't need to worry
157 * about pending objects. 153 * about pending objects.
187 183
188 for_all_players (pl) 184 for_all_players (pl)
189 { 185 {
190 object *ob = pl->ob; 186 object *ob = pl->ob;
191 187
188 // process_objects destroys the speed_left value
189 pl->speed_left_save = ob->speed_left;
190
192 if (expect_false (!ob || !pl->ns || !ob->active)) 191 if (expect_false (!ob || !pl->ns || !ob->active))
193 continue; 192 continue;
194 193
195 do_some_living (ob); 194 do_some_living (ob);
196 } 195 }
200process_players2 () 199process_players2 ()
201{ 200{
202 /* Then check if any players should use weapon-speed instead of speed */ 201 /* Then check if any players should use weapon-speed instead of speed */
203 for_all_players (pl) 202 for_all_players (pl)
204 { 203 {
204 // restore speed_left value saved by process_players1
205 pl->ob->speed_left = pl->speed_left_save;
206
205 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp); 207 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
206 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed); 208 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
207 } 209 }
208} 210}
209 211
212{ 214{
213 process_players1 (); 215 process_players1 ();
214 216
215 for_all_actives (op) 217 for_all_actives (op)
216 { 218 {
219 // try to prefetch some stuff we expect to need
220 // obviously, it should be grouped into the same cacheline.
221 // preliminary results indicate that this gives halves the speed
222 // used for the inner loop
223 if (_i < actives.size ()) // HACK, rely on _i :/
224 {
225 object *next = actives [_i + 1];
226
227 prefetch (&next->flag , 0, 1);
228 prefetch (&next->speed , 0, 1);
229 prefetch (&next->anim_speed, 0, 1);
230 prefetch (&next->contr , 0, 1);
231 }
232
217 /* Now process op */ 233 /* Now process op */
218 if (expect_false (QUERY_FLAG (op, FLAG_FREED))) 234 if (expect_false (op->flag [FLAG_FREED]))
219 { 235 {
220 LOG (llevError, "BUG: process_events(): Free object on list\n"); 236 LOG (llevError, "BUG: process_events(): Free object on list\n");
221 op->set_speed (0); 237 op->set_speed (0);
222 continue; 238 continue;
223 } 239 }
253 { 269 {
254 --op->speed_left; 270 --op->speed_left;
255 process_object (op); 271 process_object (op);
256 } 272 }
257 273
258 if (expect_true (!op->contr)) 274 // this will destroy the speed_left value for players, but
275 // process_players1 and ..2 save/restore the real value,
276 // so we can avoid a costly test here.
259 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed)); 277 op->speed_left = min (op->speed, op->speed_left + op->speed);
260 } 278 }
261 279
262 process_players2 (); 280 process_players2 ();
263} 281}
264 282
349 * 367 *
350 * I also think this code makes it easier to see how often we really are 368 * I also think this code makes it easier to see how often we really are
351 * doing the various things. 369 * doing the various things.
352 */ 370 */
353static void 371static void
354do_specials (void) 372do_specials ()
355{ 373{
356 shstr::gc (); 374 shstr::gc ();
357 archetype::gc (); 375 archetype::gc ();
358 376
359 if (expect_false (!(pticks % TICKS_PER_HOUR))) 377 if (expect_false (!(pticks % TICKS_PER_HOUR)))
386 // then do some bookkeeping, should not really be here 404 // then do some bookkeeping, should not really be here
387 do_specials (); /* Routines called from time to time. */ 405 do_specials (); /* Routines called from time to time. */
388 attachable::check_mortals (); 406 attachable::check_mortals ();
389 407
390 ++pticks; 408 ++pticks;
409
410 if (object::object_count >= RESTART_COUNT)
411 cleanup ("running out of protocol ID values - need full restart");
391} 412}
392 413
393// normal main 414// normal main
394int 415int
395main (int argc, char **argv) 416main (int argc, char **argv)

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