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Comparing deliantra/server/server/main.C (file contents):
Revision 1.92 by root, Tue Mar 6 03:06:00 2007 UTC vs.
Revision 1.112 by root, Sun Jul 1 05:00:20 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <tod.h> 26#include <tod.h>
38}; 37};
39 38
40void 39void
41version (object *op) 40version (object *op)
42{ 41{
43 if (op)
44 clear_win_info (op);
45
46 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION); 42 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION);
47 43
48 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); 44 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>"); 45 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>"); 46 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
203 contr->maplevel = newmap->path; 199 contr->maplevel = newmap->path;
204 contr->count = 0; 200 contr->count = 0;
205 } 201 }
206 202
207 /* Update any golems */ 203 /* Update any golems */
208 if (type == PLAYER && contr->ranges[range_golem]) 204 if (type == PLAYER)
205 if (object *golem = contr->golem)
209 { 206 {
210 int i = find_free_spot (contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE); 207 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
211 208
212 if (i < 0) 209 if (i < 0)
213 { 210 golem->destroy ();
214 contr->ranges[range_golem]->destroy ();
215 contr->ranges[range_golem] = 0;
216 }
217 else 211 else
218 { 212 {
219 newmap->insert (contr->ranges[range_golem], x + freearr_x[i], y + freearr_y[i]); 213 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
220 214 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 } 215 }
224 } 216 }
225 217
226 /* since the players map is already loaded, we don't need to worry 218 /* since the players map is already loaded, we don't need to worry
227 * about pending objects. 219 * about pending objects.
228 */ 220 */
229 remove_all_pets (newmap); 221 remove_all_pets (newmap);
237 * is needed after the players have been updated. 229 * is needed after the players have been updated.
238 */ 230 */
239static void 231static void
240process_players1 () 232process_players1 ()
241{ 233{
242 int flag;
243
244 /* Basically, we keep looping until all the players have done their actions. */ 234 /* Basically, we keep looping until all the players have done their actions. */
245 for (flag = 1; flag != 0;) 235 for (int flag = 1; flag != 0;)
246 { 236 {
247 flag = 0; 237 flag = 0;
248 for_all_players (pl) 238 for_all_players (pl)
249 { 239 {
250 pl->refcnt_chk (); 240 pl->refcnt_chk ();
251 241
252 if (!pl->ob || !pl->ns || !pl->ob->active) 242 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
253 continue; 243 continue;
254 244
255 if (pl->ob->speed_left > 0 && pl->ns)
256 if (handle_newcs_player (pl->ob)) 245 if (handle_newcs_player (pl->ob))
257 flag = 1; 246 flag = 1;
258 247 }
259 /* If the player is not actively playing, don't make a 248 }
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 */
269 249
270 for_all_players (pl) 250 for_all_players (pl)
271 { 251 {
252 object *ob = pl->ob;
253
272 if (!pl->ob || !pl->ns || !pl->ob->active) 254 if (expect_false (!ob || !pl->ns || !ob->active))
273 continue; 255 continue;
274 256
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); 257 do_some_living (ob);
289 } 258 }
290} 259}
291 260
292static void 261static void
293process_players2 () 262process_players2 ()
294{ 263{
295 /* Then check if any players should use weapon-speed instead of speed */ 264 /* Then check if any players should use weapon-speed instead of speed */
296 for_all_players (pl) 265 for_all_players (pl)
297 { 266 {
298 /* The code that did weapon_sp handling here was out of place - 267 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 268 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 } 269 }
317} 270}
318 271
319void 272void
320process_events () 273process_events ()
322 process_players1 (); 275 process_players1 ();
323 276
324 for_all_actives (op) 277 for_all_actives (op)
325 { 278 {
326 /* Now process op */ 279 /* Now process op */
327 if (QUERY_FLAG (op, FLAG_FREED)) 280 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
328 { 281 {
329 LOG (llevError, "BUG: process_events(): Free object on list\n"); 282 LOG (llevError, "BUG: process_events(): Free object on list\n");
330 op->set_speed (0); 283 op->set_speed (0);
331 continue; 284 continue;
332 } 285 }
333 286
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 ()) 287 if (expect_false (!op->has_active_speed ()))
355 { 288 {
356 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " 289 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
357 "but is on active list\n", op->debug_desc (), op->speed); 290 "but is on active list\n", op->debug_desc (), op->speed);
358 op->set_speed (0); 291 op->set_speed (0);
359 continue; 292 continue;
360 } 293 }
361 294
362 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 295 if (expect_false (op->flag [FLAG_REMOVED]))
363 { 296 {
364 LOG (llevError, "BUG: process_events(): Object without map or " 297 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); 298 op->debug_desc ());
366 op->set_speed (0); 299 op->set_speed (0);
367 continue; 300 continue;
368 } 301 }
369 302
370 /* Animate the object. Bug or feature that anim_speed 303 /* Animate the object. Bug or feature that anim_speed
371 * is based on ticks, and not the creatures speed? 304 * is based on ticks, and not the creatures speed?
372 */ 305 */
373 if (op->anim_speed && op->last_anim >= op->anim_speed) 306 if (op->anim_speed && op->last_anim >= op->anim_speed)
374 { 307 {
375 animate_object (op, op->type == PLAYER ? op->facing : op->direction); 308 animate_object (op, op->contr ? op->facing : op->direction);
376
377 op->last_anim = 1; 309 op->last_anim = 1;
378 } 310 }
379 else 311 else
380 op->last_anim++; 312 ++op->last_anim;
381 313
382 if (op->speed_left > 0) 314 if (op->speed_left > 0.f)
383 {
384#if 0
385 /* I've seen occasional crashes in move_symptom() with it
386 * crashing because op is removed - add some debugging to
387 * track if it is removed at this point.
388 * This unfortunately is a bit too verbose it seems - not sure
389 * why - I think what happens is a map is freed or something and
390 * some objects get 'lost' - removed never to be reclaimed.
391 * removed objects generally shouldn't exist.
392 */
393 if (QUERY_FLAG (op, FLAG_REMOVED))
394 { 315 {
395 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
396 }
397#endif
398 --op->speed_left; 316 --op->speed_left;
399 process_object (op); 317 process_object (op);
400 318
401 if (op->destroyed ()) 319 if (op->destroyed ())
402 continue; 320 continue;
403 } 321 }
404 322
405 if (settings.casting_time == TRUE && op->casting_time > 0) 323 if (!op->contr)
406 op->casting_time--; 324 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
407
408 if (op->speed_left <= 0)
409 op->speed_left += FABS (op->speed);
410 } 325 }
411 326
412 process_players2 (); 327 process_players2 ();
413} 328}
414 329
430static void 345static void
431cleanup_inform (const char *cause, bool make_core) 346cleanup_inform (const char *cause, bool make_core)
432{ 347{
433 int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN); 348 int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
434 349
435 new_draw_info_format (flags, 0, 0, "The server will now shutdown.\n"); 350 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
436 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); 351 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
437 352
438 if (make_core) 353 if (make_core)
439 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n"); 354 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
440 else 355 else
441 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"); 356 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
442 357
443 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); 358 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
444 359
445 flush_sockets (); 360 flush_sockets ();
446} 361}
447 362
448/* clean up everything before exiting */ 363/* clean up everything before exiting */
478 cfperl_cleanup (make_core); 393 cfperl_cleanup (make_core);
479 _exit (1); 394 _exit (1);
480 } 395 }
481 else 396 else
482 { 397 {
483 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n"); 398 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
484 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n"); 399 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
485 flush_sockets (); 400 flush_sockets ();
486 cfperl_cleanup (make_core); 401 cfperl_cleanup (make_core);
487 _exit (0); 402 _exit (0);
488 } 403 }
489} 404}
549 * done on the same tick, but that will happen very infrequently 464 * done on the same tick, but that will happen very infrequently
550 * 465 *
551 * I also think this code makes it easier to see how often we really are 466 * I also think this code makes it easier to see how often we really are
552 * doing the various things. 467 * doing the various things.
553 */ 468 */
554
555extern unsigned long todtick;
556
557void 469void
558do_specials (void) 470do_specials (void)
559{ 471{
560 if (!(pticks % PTICKS_PER_CLOCK)) 472 if (expect_false (!(pticks % TICKS_PER_HOUR)))
561 tick_the_clock (); 473 adjust_daylight ();
562 474
563 if (!(pticks % 7)) 475 if (expect_false (!(pticks % 7)))
564 shstr::gc (); 476 shstr::gc ();
565 477
566 if (!(pticks % 2503)) 478 if (expect_false (!(pticks % 2503)))
567 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 479 fix_weight (); /* Hack to fix weightproblems caused by bugs */
568 480
569 if (!(pticks % 5003)) 481 if (expect_false (!(pticks % 5003)))
570 write_book_archive (); 482 write_book_archive ();
571 483
572 if (!(pticks % 5009)) 484 if (expect_false (!(pticks % 5009)))
573 clean_friendly_list (); 485 clean_friendly_list ();
574 486
575 if (!(pticks % 5011)) 487 if (expect_false (!(pticks % 5011)))
576 obsolete_parties (); 488 obsolete_parties ();
577 489
578 if (!(pticks % 12503)) 490 if (expect_false (!(pticks % 12503)))
579 fix_luck (); 491 fix_luck ();
580} 492}
581 493
582void 494void
583server_tick () 495server_tick ()
649{ 561{
650 settings.argc = argc; 562 settings.argc = argc;
651 settings.argv = argv; 563 settings.argv = argv;
652 564
653 init (argc, argv); 565 init (argc, argv);
654 init_environ ();
655 566
656 initPlugins (); 567 initPlugins ();
657 568
658 for (;;) 569 for (;;)
659 cfperl_main (); 570 cfperl_main ();

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