1 |
/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
27 |
#include <object.h> |
28 |
#include <tod.h> |
29 |
|
30 |
#include <sproto.h> |
31 |
#include <time.h> |
32 |
|
33 |
#include <glib.h> |
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|
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#include <rmg.h> |
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#include <rproto.h> |
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#include "path.h" |
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|
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void |
40 |
version (object *op) |
41 |
{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION); |
43 |
} |
44 |
|
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/* This is a basic little function to put the player back to his |
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* savebed. |
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*/ |
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void |
49 |
enter_player_savebed (object *op) |
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{ |
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op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y); |
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} |
53 |
|
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/* |
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* enter_map(): Moves the player and pets from current map (if any) to |
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* new map. map, x, y must be set. map is the map we are moving the |
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* player to - it could be the map he just came from if the load failed for |
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* whatever reason. If default map coordinates are to be used, then |
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* the function that calls this should figure them out. |
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*/ |
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bool |
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object::enter_map (maptile *newmap, int x, int y) |
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{ |
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if (destroyed () || !newmap || !newmap->linkable ()) |
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return false; |
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|
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if (out_of_map (newmap, x, y)) |
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{ |
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LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); |
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x = newmap->enter_x; |
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y = newmap->enter_y; |
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if (out_of_map (newmap, x, y)) |
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{ |
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LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", |
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&newmap->path, x, y, newmap->width, newmap->height); |
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new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); |
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return false; |
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} |
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} |
80 |
|
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if (contr && map != newmap && map) |
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if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) |
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return false; |
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|
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// remove, so stupid blocked does not trigger a failure |
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remove (); |
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|
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/* try to find a spot for the player */ |
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if (blocked (newmap, x, y)) |
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{ /* First choice blocked */ |
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/* We try to find a spot for the player, starting closest in. |
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* We could use find_first_free_spot, but that doesn't randomize it at all, |
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* So for example, if the north space is free, you would always end up there even |
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* if other spaces around are available. |
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* Note that for the second and third calls, we could start at a position other |
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* than one, but then we could end up on the other side of walls and so forth. |
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*/ |
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int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1); |
99 |
|
100 |
if (i < 0) |
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{ |
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i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); |
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if (i < 0) |
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i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); |
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} |
106 |
|
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if (i >= 0) |
108 |
{ |
109 |
maptile *m = newmap; |
110 |
sint16 nx = x + DIRX (i); |
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sint16 ny = y + DIRY (i); |
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|
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if (xy_normalise (m, nx, ny)) |
114 |
{ |
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newmap = m; |
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x = nx; |
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y = ny; |
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} |
119 |
} |
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else |
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/* not much we can do in this case. */ |
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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); |
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} |
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|
125 |
if (contr && map != newmap) |
126 |
{ |
127 |
if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
128 |
return false; |
129 |
|
130 |
if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) |
131 |
return false; |
132 |
} |
133 |
|
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enemy = 0; |
135 |
|
136 |
newmap->activate (); // workaround for activate activating everyhing on the map, includign the palyer on the {link} map |
137 |
//newmap->insert (this, x, y); |
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newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT); |
139 |
prefetch_surrounding_maps (); |
140 |
|
141 |
if (map == newmap) // see if we actually arrived there - insert might trigger a teleport |
142 |
{ |
143 |
if (contr) |
144 |
{ |
145 |
contr->maplevel = newmap->path; |
146 |
contr->count = 0; |
147 |
|
148 |
/* Update any golems */ |
149 |
if (object *golem = contr->golem) |
150 |
{ |
151 |
int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE); |
152 |
|
153 |
if (i < 0) |
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golem->drop_and_destroy (); |
155 |
else |
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{ |
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newmap->insert (golem, x + DIRX (i), y + DIRY (i)); |
158 |
golem->direction = find_dir_2 (golem->x - x, golem->y - y); |
159 |
} |
160 |
} |
161 |
} |
162 |
|
163 |
/* since the players map is already loaded, we don't need to worry |
164 |
* about pending objects. |
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*/ |
166 |
move_all_pets (); |
167 |
|
168 |
return true; |
169 |
} |
170 |
|
171 |
return false; |
172 |
} |
173 |
|
174 |
/* process_players1 and process_players2 do all the player related stuff. |
175 |
* I moved it out of process events and process_map. This was to some |
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* extent for debugging as well as to get a better idea of the time used |
177 |
* by the various functions. process_players1() does the processing before |
178 |
* objects have been updated, process_players2() does the processing that |
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* is needed after the players have been updated. |
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*/ |
181 |
static void |
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process_players1 () |
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{ |
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/* Basically, we keep looping until all the players have done their actions. */ |
185 |
for (int flag = 1; flag != 0;) |
186 |
{ |
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flag = 0; |
188 |
for_all_players (pl) |
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{ |
190 |
pl->refcnt_chk (); |
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|
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if (ecb_expect_false (!pl->ob || !pl->ns || !pl->ob->active)) |
193 |
continue; |
194 |
|
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if (handle_newcs_player (pl->ob)) |
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flag = 1; |
197 |
} |
198 |
} |
199 |
|
200 |
for_all_players (pl) |
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{ |
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object *ob = pl->ob; |
203 |
|
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// process_objects destroys the speed_left value |
205 |
pl->speed_left_save = ob->speed_left; |
206 |
|
207 |
if (ecb_expect_false (!ob || !pl->ns || !ob->active)) |
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continue; |
209 |
|
210 |
do_some_living (ob); |
211 |
} |
212 |
} |
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|
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static void |
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process_players2 () |
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{ |
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/* Then check if any players should use weapon-speed instead of speed */ |
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for_all_players (pl) |
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{ |
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// restore speed_left value saved by process_players1 |
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pl->ob->speed_left = pl->speed_left_save; |
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|
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pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp); |
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pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed); |
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} |
226 |
} |
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|
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static void |
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process_events () |
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{ |
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process_players1 (); |
232 |
|
233 |
for_all_actives (op) |
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{ |
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// try to prefetch some stuff we expect to need |
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// obviously, it should be grouped into the same cacheline. |
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// preliminary results indicate that this gives halves the speed |
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// used for the inner loop |
239 |
if (_i < actives.size ()) // HACK, rely on _i :/ |
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{ |
241 |
object *next = actives [_i + 1]; |
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|
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ecb_prefetch (&next->flag , 0, 1); |
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ecb_prefetch (&next->speed , 0, 1); |
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ecb_prefetch (&next->anim_speed, 0, 1); |
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ecb_prefetch (&next->contr , 0, 1); |
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} |
248 |
|
249 |
/* Now process op */ |
250 |
if (ecb_expect_false (op->flag [FLAG_FREED])) |
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{ |
252 |
LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ()); |
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op->set_speed (0); |
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continue; |
255 |
} |
256 |
|
257 |
if (ecb_expect_false (!op->has_active_speed ())) |
258 |
{ |
259 |
LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
260 |
"but is on active list\n", op->debug_desc (), op->speed); |
261 |
op->set_speed (0); |
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continue; |
263 |
} |
264 |
|
265 |
if (ecb_expect_false (op->flag [FLAG_REMOVED])) |
266 |
{ |
267 |
LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n", |
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op->debug_desc ()); |
269 |
op->set_speed (0); |
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continue; |
271 |
} |
272 |
|
273 |
/* Animate the object. Bug or feature that anim_speed |
274 |
* is based on ticks, and not the creatures speed? |
275 |
*/ |
276 |
if (op->anim_speed && op->last_anim >= op->anim_speed) |
277 |
{ |
278 |
animate_object (op, op->contr ? op->facing : op->direction); |
279 |
op->last_anim = 1; |
280 |
} |
281 |
else |
282 |
++op->last_anim; |
283 |
|
284 |
if (ecb_expect_false (op->speed_left > 0.f)) |
285 |
{ |
286 |
--op->speed_left; |
287 |
process_object (op); |
288 |
} |
289 |
|
290 |
// this will destroy the speed_left value for players, but |
291 |
// process_players1 and ..2 save/restore the real value, |
292 |
// so we can avoid a costly test here. |
293 |
op->speed_left = min (op->speed, op->speed_left + op->speed); |
294 |
} |
295 |
|
296 |
process_players2 (); |
297 |
} |
298 |
|
299 |
/* clean up everything before exiting */ |
300 |
void |
301 |
emergency_save () |
302 |
{ |
303 |
LOG (llevInfo, "emergency_save: enter\n"); |
304 |
|
305 |
LOG (llevInfo, "emergency_save: saving book archive\n"); |
306 |
write_book_archive (); |
307 |
|
308 |
cfperl_emergency_save (); |
309 |
|
310 |
LOG (llevInfo, "emergency_save: leave\n"); |
311 |
} |
312 |
|
313 |
// send all clients some informational text |
314 |
static void |
315 |
cleanup_inform (const char *cause, bool make_core) |
316 |
{ |
317 |
int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN); |
318 |
|
319 |
new_draw_info_format (flags, 0, 0, "The server will now shutdown."); |
320 |
new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause); |
321 |
|
322 |
if (make_core) |
323 |
new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved."); |
324 |
else |
325 |
new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now."); |
326 |
|
327 |
new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE); |
328 |
|
329 |
client::flush_sockets (); |
330 |
} |
331 |
|
332 |
/* clean up everything before exiting */ |
333 |
void |
334 |
cleanup (const char *cause, bool make_core) |
335 |
{ |
336 |
if (make_core) |
337 |
fork_abort (cause); |
338 |
|
339 |
LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause); |
340 |
|
341 |
if (!make_core) |
342 |
cleanup_inform (cause, make_core); |
343 |
|
344 |
LOG (llevDebug, "cleanup begin.\n"); |
345 |
|
346 |
if (init_done && !in_cleanup) |
347 |
{ |
348 |
in_cleanup = true; |
349 |
emergency_save (); |
350 |
} |
351 |
else |
352 |
in_cleanup = true; |
353 |
|
354 |
LOG (llevDebug, "running cleanup handlers.\n"); |
355 |
INVOKE_GLOBAL (CLEANUP); |
356 |
|
357 |
LOG (llevDebug, "cleanup done.\n"); |
358 |
|
359 |
log_cleanup (); |
360 |
|
361 |
if (make_core) |
362 |
cleanup_inform (cause, make_core); |
363 |
else |
364 |
{ |
365 |
new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting."); |
366 |
new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE); |
367 |
client::flush_sockets (); |
368 |
} |
369 |
|
370 |
cfperl_cleanup (make_core); |
371 |
_exit (make_core); |
372 |
} |
373 |
|
374 |
/* |
375 |
* do_specials() is a collection of functions to call from time to time. |
376 |
* Modified 2000-1-14 MSW to use the global server_tick count to determine how |
377 |
* often to do things. This will allow us to spred them out more often. |
378 |
* I use prime numbers for the factor count - in that way, it is less likely |
379 |
* these actions will fall on the same tick (compared to say using 500/2500/15000 |
380 |
* which would mean on that 15,000 tick count a whole bunch of stuff gets |
381 |
* done). Of course, there can still be times where multiple specials are |
382 |
* done on the same tick, but that will happen very infrequently |
383 |
* |
384 |
* I also think this code makes it easier to see how often we really are |
385 |
* doing the various things. |
386 |
*/ |
387 |
static void |
388 |
do_specials () |
389 |
{ |
390 |
shstr::gc (); |
391 |
archetype::gc (); |
392 |
|
393 |
if (ecb_expect_false (!(server_tick % TICKS_PER_HOUR))) |
394 |
maptile::adjust_daylight (); |
395 |
|
396 |
if (ecb_expect_false (!(server_tick % 2503))) |
397 |
fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
398 |
|
399 |
if (ecb_expect_false (!(server_tick % 5003))) |
400 |
write_book_archive (); |
401 |
|
402 |
if (ecb_expect_false (!(server_tick % 5009))) |
403 |
clean_friendly_list (); |
404 |
|
405 |
if (ecb_expect_false (!(server_tick % 5011))) |
406 |
obsolete_parties (); |
407 |
|
408 |
if (ecb_expect_false (!(server_tick % 12503))) |
409 |
fix_luck (); |
410 |
} |
411 |
|
412 |
void |
413 |
one_tick () |
414 |
{ |
415 |
// first do the user visible stuff |
416 |
INVOKE_GLOBAL (CLOCK); |
417 |
process_events (); // "do" something with objects with speed |
418 |
client::clock (); // draw client maps etc. |
419 |
|
420 |
// then do some bookkeeping, should not really be here |
421 |
do_specials (); /* Routines called from time to time. */ |
422 |
attachable::check_mortals (); |
423 |
|
424 |
// now that we aggressively reuse id's, this is very unlikely to happen... |
425 |
if (object::object_count >= RESTART_COUNT) |
426 |
cleanup ("running out of protocol ID values - need full restart"); |
427 |
} |
428 |
|
429 |
// normal main |
430 |
int |
431 |
main (int argc, char **argv) |
432 |
{ |
433 |
settings.argc = argc; |
434 |
settings.argv = argv; |
435 |
|
436 |
rndm.seed (time (0)); |
437 |
|
438 |
// temporary(?) testing hack |
439 |
if (argc >= 2 && !strcmp (argv [1], "--noise")) |
440 |
{ |
441 |
void noise_test (); |
442 |
noise_test (); |
443 |
exit (0); |
444 |
} |
445 |
|
446 |
#if 0 |
447 |
// code sometiems used for timing benchmarks |
448 |
random_number_generator<freeciv_random_generator> rng; |
449 |
rng.seed(0); |
450 |
for (int i = 0; i < 10; ++i) |
451 |
printf ("%08x\n", rng.get_u32()); |
452 |
for (int i = 0; i < 1000000; ++i) |
453 |
volatile int r = rng.get_u32 (); |
454 |
cstamp s = stamp (); |
455 |
for (int i = 0; i < 1000000; ++i) |
456 |
volatile int r = rng.next (); |
457 |
printf ("c %d\n", (int)measure (s)); |
458 |
exit (0); |
459 |
#endif |
460 |
|
461 |
init (argc, argv); |
462 |
|
463 |
for (;;) |
464 |
cfperl_main (); |
465 |
} |
466 |
|