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Comparing deliantra/server/server/main.C (file contents):
Revision 1.145 by root, Sun Nov 29 09:41:28 2009 UTC vs.
Revision 1.161 by root, Thu Apr 29 08:26:38 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.
40{ 40{
41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION); 41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
42} 42}
43 43
44/* 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
45 * savebed. We do some error checking - its possible that the 45 * savebed.
46 * savebed map may no longer exist, so we make sure the player
47 * goes someplace.
48 */ 46 */
49void 47void
50enter_player_savebed (object *op) 48enter_player_savebed (object *op)
51{ 49{
52 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y); 50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
57 * new map. map, x, y must be set. map is the map we are moving the 55 * new map. map, x, y must be set. map is the map we are moving the
58 * player to - it could be the map he just came from if the load failed for 56 * player to - it could be the map he just came from if the load failed for
59 * whatever reason. If default map coordinates are to be used, then 57 * whatever reason. If default map coordinates are to be used, then
60 * the function that calls this should figure them out. 58 * the function that calls this should figure them out.
61 */ 59 */
62void 60bool
63object::enter_map (maptile *newmap, int x, int y) 61object::enter_map (maptile *newmap, int x, int y)
64{ 62{
65 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE) 63 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
66 return; 64 return false;
67 65
68 if (out_of_map (newmap, x, y)) 66 if (out_of_map (newmap, x, y))
69 { 67 {
70 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); 68 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
71 x = newmap->enter_x; 69 x = newmap->enter_x;
73 if (out_of_map (newmap, x, y)) 71 if (out_of_map (newmap, x, y))
74 { 72 {
75 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 73 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
76 &newmap->path, x, y, newmap->width, newmap->height); 74 &newmap->path, x, y, newmap->width, newmap->height);
77 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); 75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
78 return; 76 return false;
79 } 77 }
80 } 78 }
81 79
82 if (contr && map != newmap && map) 80 if (contr && map != newmap && map)
83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) 81 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
84 return; 82 return false;
85 83
86 // remove, so stupid ob_locked does not trigger a failure 84 // remove, so stupid blocked does not trigger a failure
87 remove (); 85 remove ();
88 86
89 /* try to find a spot for the player */ 87 /* try to find a spot for the player */
90 if (blocked (newmap, x, y)) 88 if (blocked (newmap, x, y))
91 { /* First choice blocked */ 89 { /* First choice blocked */
96 * Note that for the second and third calls, we could start at a position other 94 * 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. 95 * than one, but then we could end up on the other side of walls and so forth.
98 */ 96 */
99 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1); 97 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
100 98
101 if (i == -1) 99 if (i < 0)
102 { 100 {
103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); 101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
104 if (i == -1) 102 if (i < 0)
105 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); 103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
106 } 104 }
107 105
108 if (i != -1) 106 if (i >= 0)
109 { 107 {
110 x += freearr_x[i]; 108 x += freearr_x[i];
111 y += freearr_y[i]; 109 y += freearr_y[i];
112 } 110 }
113 else 111 else
116 } 114 }
117 115
118 if (contr && map != newmap) 116 if (contr && map != newmap)
119 { 117 {
120 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 118 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
121 return; 119 return false;
122 120
123 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) 121 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
124 return; 122 return false;
125 } 123 }
126
127 this->x = x;
128 this->y = y;
129 map = newmap;
130
131 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
132 124
133 enemy = 0; 125 enemy = 0;
134 126
127 //newmap->insert (this, x, y);
128 newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
129
130 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
131 {
135 if (contr) 132 if (contr)
136 { 133 {
137 contr->maplevel = newmap->path; 134 contr->maplevel = newmap->path;
138 contr->count = 0; 135 contr->count = 0;
139 }
140 136
141 /* Update any golems */ 137 /* Update any golems */
142 if (type == PLAYER)
143 if (object *golem = contr->golem) 138 if (object *golem = contr->golem)
144 { 139 {
145 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE); 140 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
146 141
147 if (i < 0) 142 if (i < 0)
148 golem->drop_and_destroy (); 143 golem->drop_and_destroy ();
149 else 144 else
150 { 145 {
151 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]); 146 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
152 golem->direction = find_dir_2 (x - golem->x, y - golem->y); 147 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
148 }
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.
158 */ 154 */
159 remove_all_pets (newmap); 155 move_all_pets ();
156
157 return true;
158 }
159
160 return false;
160} 161}
161 162
162/* process_players1 and process_players2 do all the player related stuff. 163/* process_players1 and process_players2 do all the player related stuff.
163 * I moved it out of process events and process_map. This was to some 164 * I moved it out of process events and process_map. This was to some
164 * extent for debugging as well as to get a better idea of the time used 165 * extent for debugging as well as to get a better idea of the time used
233 prefetch (&next->anim_speed, 0, 1); 234 prefetch (&next->anim_speed, 0, 1);
234 prefetch (&next->contr , 0, 1); 235 prefetch (&next->contr , 0, 1);
235 } 236 }
236 237
237 /* Now process op */ 238 /* Now process op */
238 if (expect_false (QUERY_FLAG (op, FLAG_FREED))) 239 if (expect_false (op->flag [FLAG_FREED]))
239 { 240 {
240 LOG (llevError, "BUG: process_events(): Free object on list\n"); 241 LOG (llevError, "BUG: process_events(): Free object on list\n");
241 op->set_speed (0); 242 op->set_speed (0);
242 continue; 243 continue;
243 } 244 }
256 op->debug_desc ()); 257 op->debug_desc ());
257 op->set_speed (0); 258 op->set_speed (0);
258 continue; 259 continue;
259 } 260 }
260 261
261 //TODO: remove soon
262 if (expect_false (op->speed < 0.))
263 {
264 LOG (llevError, "BUG: process_events(): Object %s has negative speed (%f), "
265 "but is on active list\n", op->debug_desc (), op->speed);
266 op->speed = -op->speed;
267 continue;
268 }
269
270 /* Animate the object. Bug or feature that anim_speed 262 /* Animate the object. Bug or feature that anim_speed
271 * is based on ticks, and not the creatures speed? 263 * is based on ticks, and not the creatures speed?
272 */ 264 */
273 if (op->anim_speed && op->last_anim >= op->anim_speed) 265 if (op->anim_speed && op->last_anim >= op->anim_speed)
274 { 266 {
295 287
296/* clean up everything before exiting */ 288/* clean up everything before exiting */
297void 289void
298emergency_save () 290emergency_save ()
299{ 291{
300 LOG (llevDebug, "emergency save begin.\n"); 292 LOG (llevInfo, "emergency_save: enter\n");
293
294 LOG (llevInfo, "emergency_save: saving book archive\n");
295 write_book_archive ();
301 296
302 cfperl_emergency_save (); 297 cfperl_emergency_save ();
303 298
304 LOG (llevDebug, "saving book archive.\n");
305 write_book_archive ();
306
307 LOG (llevDebug, "emergency save done.\n"); 299 LOG (llevInfo, "emergency_save: leave\n");
308} 300}
309 301
310// send all clients some informational text 302// send all clients some informational text
311static void 303static void
312cleanup_inform (const char *cause, bool make_core) 304cleanup_inform (const char *cause, bool make_core)
331cleanup (const char *cause, bool make_core) 323cleanup (const char *cause, bool make_core)
332{ 324{
333 if (make_core) 325 if (make_core)
334 fork_abort (cause); 326 fork_abort (cause);
335 327
336 LOG (llevError, "cleanup cause: %s\n", cause); 328 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
337 329
338 if (!make_core) 330 if (!make_core)
339 cleanup_inform (cause, make_core); 331 cleanup_inform (cause, make_core);
340 332
341 LOG (llevDebug, "cleanup begin.\n"); 333 LOG (llevDebug, "cleanup begin.\n");
380 * 372 *
381 * I also think this code makes it easier to see how often we really are 373 * I also think this code makes it easier to see how often we really are
382 * doing the various things. 374 * doing the various things.
383 */ 375 */
384static void 376static void
385do_specials (void) 377do_specials ()
386{ 378{
387 shstr::gc (); 379 shstr::gc ();
388 archetype::gc (); 380 archetype::gc ();
389 381
390 if (expect_false (!(pticks % TICKS_PER_HOUR))) 382 if (expect_false (!(pticks % TICKS_PER_HOUR)))
417 // then do some bookkeeping, should not really be here 409 // then do some bookkeeping, should not really be here
418 do_specials (); /* Routines called from time to time. */ 410 do_specials (); /* Routines called from time to time. */
419 attachable::check_mortals (); 411 attachable::check_mortals ();
420 412
421 ++pticks; 413 ++pticks;
414
415 if (object::object_count >= RESTART_COUNT)
416 cleanup ("running out of protocol ID values - need full restart");
422} 417}
423 418
424// normal main 419// normal main
425int 420int
426main (int argc, char **argv) 421main (int argc, char **argv)

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