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Revision: 1.141
Committed: Fri Nov 6 12:49:19 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.140: +1 -1 lines
Log Message:
make effectively static symbols actually static, part 1

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <object.h>
27 #include <tod.h>
28
29 #include <sproto.h>
30 #include <time.h>
31
32 #include <glib.h>
33
34 #include <../random_maps/random_map.h>
35 #include <../random_maps/rproto.h>
36 #include "path.h"
37
38 static char days[7][4] = {
39 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
40 };
41
42 void
43 version (object *op)
44 {
45 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
46 }
47
48 /* This is a basic little function to put the player back to his
49 * savebed. We do some error checking - its possible that the
50 * savebed map may no longer exist, so we make sure the player
51 * goes someplace.
52 */
53 void
54 enter_player_savebed (object *op)
55 {
56 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
57 }
58
59 /*
60 * enter_map(): Moves the player and pets from current map (if any) to
61 * new map. map, x, y must be set. map is the map we are moving the
62 * player to - it could be the map he just came from if the load failed for
63 * whatever reason. If default map coordinates are to be used, then
64 * the function that calls this should figure them out.
65 */
66 void
67 object::enter_map (maptile *newmap, int x, int y)
68 {
69 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
70 return;
71
72 if (out_of_map (newmap, x, y))
73 {
74 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
75 x = newmap->enter_x;
76 y = newmap->enter_y;
77 if (out_of_map (newmap, x, y))
78 {
79 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
80 &newmap->path, x, y, newmap->width, newmap->height);
81 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
82 return;
83 }
84 }
85
86 if (contr && map != newmap && map)
87 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
88 return;
89
90 // remove, so stupid ob_locked does not trigger a failure
91 remove ();
92
93 /* try to find a spot for the player */
94 if (blocked (newmap, x, y))
95 { /* First choice blocked */
96 /* We try to find a spot for the player, starting closest in.
97 * We could use find_first_free_spot, but that doesn't randomize it at all,
98 * So for example, if the north space is free, you would always end up there even
99 * if other spaces around are available.
100 * Note that for the second and third calls, we could start at a position other
101 * than one, but then we could end up on the other side of walls and so forth.
102 */
103 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
104
105 if (i == -1)
106 {
107 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
108 if (i == -1)
109 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
110 }
111
112 if (i != -1)
113 {
114 x += freearr_x[i];
115 y += freearr_y[i];
116 }
117 else
118 /* not much we can do in this case. */
119 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);
120 }
121
122 if (contr && map != newmap)
123 {
124 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
125 return;
126
127 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
128 return;
129 }
130
131 this->x = x;
132 this->y = y;
133 map = newmap;
134
135 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
136
137 enemy = 0;
138
139 if (contr)
140 {
141 contr->maplevel = newmap->path;
142 contr->count = 0;
143 }
144
145 /* Update any golems */
146 if (type == PLAYER)
147 if (object *golem = contr->golem)
148 {
149 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
150
151 if (i < 0)
152 golem->drop_and_destroy ();
153 else
154 {
155 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
156 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
157 }
158 }
159
160 /* since the players map is already loaded, we don't need to worry
161 * about pending objects.
162 */
163 remove_all_pets (newmap);
164 }
165
166 /* process_players1 and process_players2 do all the player related stuff.
167 * I moved it out of process events and process_map. This was to some
168 * extent for debugging as well as to get a better idea of the time used
169 * by the various functions. process_players1() does the processing before
170 * objects have been updated, process_players2() does the processing that
171 * is needed after the players have been updated.
172 */
173 static void
174 process_players1 ()
175 {
176 /* Basically, we keep looping until all the players have done their actions. */
177 for (int flag = 1; flag != 0;)
178 {
179 flag = 0;
180 for_all_players (pl)
181 {
182 pl->refcnt_chk ();
183
184 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
185 continue;
186
187 if (handle_newcs_player (pl->ob))
188 flag = 1;
189 }
190 }
191
192 for_all_players (pl)
193 {
194 object *ob = pl->ob;
195
196 if (expect_false (!ob || !pl->ns || !ob->active))
197 continue;
198
199 do_some_living (ob);
200 }
201 }
202
203 static void
204 process_players2 ()
205 {
206 /* Then check if any players should use weapon-speed instead of speed */
207 for_all_players (pl)
208 {
209 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
210 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
211 }
212 }
213
214 void
215 process_events ()
216 {
217 process_players1 ();
218
219 for_all_actives (op)
220 {
221 /* Now process op */
222 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
223 {
224 LOG (llevError, "BUG: process_events(): Free object on list\n");
225 op->set_speed (0);
226 continue;
227 }
228
229 if (expect_false (!op->has_active_speed ()))
230 {
231 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
232 "but is on active list\n", op->debug_desc (), op->speed);
233 op->set_speed (0);
234 continue;
235 }
236
237 if (expect_false (op->flag [FLAG_REMOVED]))
238 {
239 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
240 op->debug_desc ());
241 op->set_speed (0);
242 continue;
243 }
244
245 /* Animate the object. Bug or feature that anim_speed
246 * is based on ticks, and not the creatures speed?
247 */
248 if (op->anim_speed && op->last_anim >= op->anim_speed)
249 {
250 animate_object (op, op->contr ? op->facing : op->direction);
251 op->last_anim = 1;
252 }
253 else
254 ++op->last_anim;
255
256 if (expect_false (op->speed_left > 0.f))
257 {
258 --op->speed_left;
259 process_object (op);
260 }
261
262 if (expect_true (!op->contr))
263 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
264 }
265
266 process_players2 ();
267 }
268
269 /* clean up everything before exiting */
270 void
271 emergency_save ()
272 {
273 LOG (llevDebug, "emergency save begin.\n");
274
275 cfperl_emergency_save ();
276
277 LOG (llevDebug, "saving book archive.\n");
278 write_book_archive ();
279
280 LOG (llevDebug, "emergency save done.\n");
281 }
282
283 // send all clients some informational text
284 static void
285 cleanup_inform (const char *cause, bool make_core)
286 {
287 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
288
289 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
290 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
291
292 if (make_core)
293 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
294 else
295 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
296
297 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
298
299 client::flush_sockets ();
300 }
301
302 /* clean up everything before exiting */
303 void
304 cleanup (const char *cause, bool make_core)
305 {
306 if (make_core)
307 fork_abort (cause);
308
309 LOG (llevError, "cleanup cause: %s\n", cause);
310
311 if (!make_core)
312 cleanup_inform (cause, make_core);
313
314 LOG (llevDebug, "cleanup begin.\n");
315
316 if (init_done && !in_cleanup)
317 {
318 in_cleanup = true;
319 emergency_save ();
320 }
321 else
322 in_cleanup = true;
323
324 LOG (llevDebug, "running cleanup handlers.\n");
325 INVOKE_GLOBAL (CLEANUP);
326
327 LOG (llevDebug, "cleanup done.\n");
328
329 log_cleanup ();
330
331 if (make_core)
332 cleanup_inform (cause, make_core);
333 else
334 {
335 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
336 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
337 client::flush_sockets ();
338 }
339
340 cfperl_cleanup (make_core);
341 _exit (make_core);
342 }
343
344 /*
345 * do_specials() is a collection of functions to call from time to time.
346 * Modified 2000-1-14 MSW to use the global pticks count to determine how
347 * often to do things. This will allow us to spred them out more often.
348 * I use prime numbers for the factor count - in that way, it is less likely
349 * these actions will fall on the same tick (compared to say using 500/2500/15000
350 * which would mean on that 15,000 tick count a whole bunch of stuff gets
351 * done). Of course, there can still be times where multiple specials are
352 * done on the same tick, but that will happen very infrequently
353 *
354 * I also think this code makes it easier to see how often we really are
355 * doing the various things.
356 */
357 static void
358 do_specials (void)
359 {
360 shstr::gc ();
361 archetype::gc ();
362
363 if (expect_false (!(pticks % TICKS_PER_HOUR)))
364 maptile::adjust_daylight ();
365
366 if (expect_false (!(pticks % 2503)))
367 fix_weight (); /* Hack to fix weightproblems caused by bugs */
368
369 if (expect_false (!(pticks % 5003)))
370 write_book_archive ();
371
372 if (expect_false (!(pticks % 5009)))
373 clean_friendly_list ();
374
375 if (expect_false (!(pticks % 5011)))
376 obsolete_parties ();
377
378 if (expect_false (!(pticks % 12503)))
379 fix_luck ();
380 }
381
382 void
383 server_tick ()
384 {
385 // first do the user visible stuff
386 INVOKE_GLOBAL (CLOCK);
387 process_events (); // "do" something with objects with speed
388 client::clock (); // draw client maps etc.
389
390 // then do some bookkeeping, should not really be here
391 do_specials (); /* Routines called from time to time. */
392 attachable::check_mortals ();
393
394 ++pticks;
395 }
396
397 // normal main
398 int
399 main (int argc, char **argv)
400 {
401 settings.argc = argc;
402 settings.argv = argv;
403
404 rndm.seed (time (0));
405 g_thread_init (0); // for the slice allocator only
406
407 init (argc, argv);
408
409 for (;;)
410 cfperl_main ();
411 }
412