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Revision: 1.64
Committed: Sat Dec 30 18:45:29 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +2 -42 lines
Log Message:
random maps are nphard

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #include <tod.h>
27
28 #ifdef HAVE_DES_H
29 # include <des.h>
30 #else
31 # ifdef HAVE_CRYPT_H
32 # include <crypt.h>
33 # endif
34 #endif
35
36 #include <sproto.h>
37 #include <time.h>
38
39 #include <../random_maps/random_map.h>
40 #include <../random_maps/rproto.h>
41 #include "path.h"
42
43 static char days[7][4] = {
44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45 };
46
47 void
48 version (object *op)
49 {
50 if (op != NULL)
51 clear_win_info (op);
52
53 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
54
55 /* If in a socket, don't print out the list of authors. It confuses the
56 * crossclient program.
57 */
58 if (op == NULL)
59 return;
60
61 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
62 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
63 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
64 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
65 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
66 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
67 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
68 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
69 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
70 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
71 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
72 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
73 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jxrgensen <jorgens@flipper.pvv.unit.no>");
74 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
75 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
76 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
77 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
78 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
79 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
80 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
81 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
82 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
83 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
84 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
85 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
86 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
87 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
88 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
89 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
90 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
91 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
92 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
93 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
94 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
95 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
96 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
97 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
98 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
99 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
100 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
101 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
102 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
103 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
104 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
105
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
111 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg <maxmc@telia.com>");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113 }
114
115 /* This is a basic little function to put the player back to his
116 * savebed. We do some error checking - its possible that the
117 * savebed map may no longer exist, so we make sure the player
118 * goes someplace.
119 */
120 void
121 enter_player_savebed (object *op)
122 {
123 object *tmp = object::create ();
124 EXIT_PATH (tmp) = op->contr->savebed_map;
125 EXIT_X (tmp) = op->contr->bed_x;
126 EXIT_Y (tmp) = op->contr->bed_y;
127 op->enter_exit (tmp);
128 tmp->destroy ();
129 }
130
131 /*
132 * enter_map(): Moves the player and pets from current map (if any) to
133 * new map. map, x, y must be set. map is the map we are moving the
134 * player to - it could be the map he just came from if the load failed for
135 * whatever reason. If default map coordinates are to be used, then
136 * the function that calls this should figure them out.
137 */
138 void
139 object::enter_map (maptile *newmap, int x, int y)
140 {
141 if (!newmap->load ())
142 return;
143
144 if (out_of_map (newmap, x, y))
145 {
146 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
147 x = newmap->enter_x;
148 y = newmap->enter_y;
149 if (out_of_map (newmap, x, y))
150 {
151 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
152 &newmap->path, x, y, newmap->width, newmap->height);
153 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
154 return;
155 }
156 }
157
158 /* try to find a spot for the player */
159 if (ob_blocked (this, newmap, x, y))
160 { /* First choice blocked */
161 /* We try to find a spot for the player, starting closest in.
162 * We could use find_first_free_spot, but that doesn't randomize it at all,
163 * So for example, if the north space is free, you would always end up there even
164 * if other spaces around are available.
165 * Note that for the second and third calls, we could start at a position other
166 * than one, but then we could end up on the other side of walls and so forth.
167 */
168 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
169
170 if (i == -1)
171 {
172 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
173 if (i == -1)
174 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
175 }
176
177 if (i != -1)
178 {
179 x += freearr_x[i];
180 y += freearr_y[i];
181 }
182 else
183 /* not much we can do in this case. */
184 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);
185 }
186
187 if (map)
188 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
189 return;
190
191 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
192 return;
193
194 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
195 return;
196
197 /* If it is a player login, he has yet to be inserted anyplace.
198 * otherwise, we need to deal with removing the player here.
199 */
200 remove ();
201
202 this->x = x;
203 this->y = y;
204 map = newmap;
205
206 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
207
208 newmap->timeout = 0;
209 enemy = NULL;
210
211 if (contr)
212 {
213 strcpy (contr->maplevel, newmap->path);
214 contr->count = 0;
215 }
216
217 /* Update any golems */
218 if (type == PLAYER && contr->ranges[range_golem])
219 {
220 int i = find_free_spot (contr->ranges[range_golem], newmap,
221 x, y, 1, SIZEOFFREE);
222
223 contr->ranges[range_golem]->remove ();
224
225 if (i == -1)
226 {
227 remove_friendly_object (contr->ranges[range_golem]);
228 contr->ranges[range_golem]->destroy ();
229 contr->ranges[range_golem] = 0;
230 }
231 else
232 {
233 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
234 {
235 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
236 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
237 tmp->map = newmap;
238 }
239
240 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
241 contr->ranges[range_golem]->direction =
242 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
243 }
244 }
245
246 direction = 0;
247
248 /* since the players map is already loaded, we don't need to worry
249 * about pending objects.
250 */
251 remove_all_pets (newmap);
252 }
253
254 /* process_players1 and process_players2 do all the player related stuff.
255 * I moved it out of process events and process_map. This was to some
256 * extent for debugging as well as to get a better idea of the time used
257 * by the various functions. process_players1() does the processing before
258 * objects have been updated, process_players2() does the processing that
259 * is needed after the players have been updated.
260 */
261 static void
262 process_players1 ()
263 {
264 int flag;
265
266 /* Basically, we keep looping until all the players have done their actions. */
267 for (flag = 1; flag != 0;)
268 {
269 flag = 0;
270 for_all_players (pl)
271 {
272 pl->refcnt_chk ();
273
274 if (!pl->ob || !pl->ns)
275 continue;
276
277 if (pl->ob->speed_left > 0)
278 if (handle_newcs_player (pl->ob))
279 flag = 1;
280
281 /* If the player is not actively playing, don't make a
282 * backup save - nothing to save anyway. Plus, the
283 * map may not longer be valid. This can happen when the
284 * player quits - they exist for purposes of tracking on the map,
285 * but don't actually reside on any actual map.
286 */
287 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
288 continue;
289
290 #ifdef AUTOSAVE
291 /* check for ST_PLAYING state so that we don't try to save off when
292 * the player is logging in.
293 */
294 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
295 {
296 pl->ob->contr->save ();
297 pl->last_save_tick = pticks;
298 }
299 #endif
300 } /* end of for loop for all the players */
301 } /* for flag */
302
303 for_all_players (pl)
304 {
305 if (!pl->ob || !pl->ns)
306 continue;
307
308 if (settings.casting_time)
309 {
310 if (pl->ob->casting_time > 0)
311 {
312 pl->ob->casting_time--;
313 pl->ob->start_holding = 1;
314 }
315
316 /* set spell_state so we can update the range in stats field */
317 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
318 pl->ob->start_holding = 0;
319 }
320
321 do_some_living (pl->ob);
322 }
323 }
324
325 static void
326 process_players2 ()
327 {
328 /* Then check if any players should use weapon-speed instead of speed */
329 for_all_players (pl)
330 {
331 /* The code that did weapon_sp handling here was out of place -
332 * this isn't called until after the player has finished there
333 * actions, and is thus out of place. All we do here is bounds
334 * checking.
335 */
336 if (pl->has_hit)
337 {
338 if (pl->ob->speed_left > pl->weapon_sp)
339 pl->ob->speed_left = pl->weapon_sp;
340
341 /* This needs to be here - if the player is running, we need to
342 * clear this each tick, but new commands are not being received
343 * so execute_newserver_command() is never called
344 */
345 pl->has_hit = 0;
346 }
347 else if (pl->ob->speed_left > pl->ob->speed)
348 pl->ob->speed_left = pl->ob->speed;
349 }
350 }
351
352 void
353 process_events ()
354 {
355 object *op;
356
357 static object_ptr marker_;
358
359 if (!marker_)
360 marker_ = object::create ();
361
362 object *marker = marker_;
363
364 process_players1 ();
365
366 marker->active_next = active_objects;
367
368 if (marker->active_next)
369 marker->active_next->active_prev = marker;
370
371 marker->active_prev = 0;
372 active_objects = marker;
373
374 while (marker->active_next)
375 {
376 op = marker->active_next;
377
378 /* Move marker forward - swap op and marker */
379 op->active_prev = marker->active_prev;
380
381 if (op->active_prev)
382 op->active_prev->active_next = op;
383 else
384 active_objects = op;
385
386 marker->active_next = op->active_next;
387
388 if (marker->active_next)
389 marker->active_next->active_prev = marker;
390
391 marker->active_prev = op;
392 op->active_next = marker;
393
394 /* Now process op */
395 if (QUERY_FLAG (op, FLAG_FREED))
396 {
397 LOG (llevError, "BUG: process_events(): Free object on list\n");
398 op->set_speed (0);
399 continue;
400 }
401
402 /* I've seen occasional crashes due to this - the object is removed,
403 * and thus the map it points to (last map it was on) may be bogus
404 * The real bug is to try to find out the cause of this - someone
405 * is probably calling remove_ob without either an insert_ob or
406 * free_object afterwards, leaving an object dangling. But I'd
407 * rather log this and continue on instead of crashing.
408 * Don't remove players - when a player quits, the object is in
409 * sort of a limbo, of removed, but something we want to keep
410 * around.
411 */
412 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
413 {
414 LOG (llevError, "BUG: process_events(): Removed object on list\n");
415 char *dump = dump_object (op);
416 LOG (llevError, dump);
417 free (dump);
418 op->destroy ();
419 continue;
420 }
421
422 if (!op->speed)
423 {
424 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
425 "but is on active list\n", &op->arch->name);
426 op->set_speed (0);
427 continue;
428 }
429
430 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
431 {
432 LOG (llevError, "BUG: process_events(): Object without map or "
433 "inventory is on active list: %s (%d)\n", &op->name, op->count);
434 op->set_speed (0);
435 continue;
436 }
437
438 /* Animate the object. Bug or feature that anim_speed
439 * is based on ticks, and not the creatures speed?
440 */
441 if (op->anim_speed && op->last_anim >= op->anim_speed)
442 {
443 if ((op->type == PLAYER))
444 animate_object (op, op->facing);
445 else
446 animate_object (op, op->direction);
447
448 op->last_anim = 1;
449 }
450 else
451 op->last_anim++;
452
453 if (op->speed_left > 0)
454 {
455 #if 0
456 /* I've seen occasional crashes in move_symptom() with it
457 * crashing because op is removed - add some debugging to
458 * track if it is removed at this point.
459 * This unfortunately is a bit too verbose it seems - not sure
460 * why - I think what happens is a map is freed or something and
461 * some objects get 'lost' - removed never to be reclaimed.
462 * removed objects generally shouldn't exist.
463 */
464 if (QUERY_FLAG (op, FLAG_REMOVED))
465 {
466 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
467 }
468 #endif
469 --op->speed_left;
470 process_object (op);
471
472 if (op->destroyed ())
473 continue;
474 }
475
476 if (settings.casting_time == TRUE && op->casting_time > 0)
477 op->casting_time--;
478
479 if (op->speed_left <= 0)
480 op->speed_left += FABS (op->speed);
481 }
482
483 /* Remove marker object from active list */
484 if (marker->active_prev != NULL)
485 marker->active_prev->active_next = NULL;
486 else
487 active_objects = NULL;
488
489 process_players2 ();
490 }
491
492 /* clean up everything before exiting */
493 void
494 emergency_save ()
495 {
496 LOG (llevDebug, "emergency save begin.\n");
497
498 LOG (llevDebug, "saving players.\n");
499 for_all_players (pl)
500 pl->save (1);
501
502 // for_all_players (pl)
503 // if (pl->ob)
504 // pl->ob->remove ();
505
506 LOG (llevDebug, "saving maps.\n");
507 maptile::emergency_save ();
508
509 LOG (llevDebug, "saving book archive.\n");
510 write_book_archive ();
511
512 LOG (llevDebug, "emergency save done.\n");
513 }
514
515 /* clean up everything before exiting */
516 void
517 cleanup (bool make_core)
518 {
519 LOG (llevDebug, "cleanup begin.\n");
520
521 in_cleanup = true;
522
523 if (init_done)
524 emergency_save ();
525
526 LOG (llevDebug, "running cleanup handlers.\n");
527 INVOKE_GLOBAL (CLEANUP);
528
529 LOG (llevDebug, "cleanup done.\n");
530
531 if (make_core)
532 abort ();
533 else
534 _exit (0);
535 }
536
537 void
538 leave (player *pl, int draw_exit)
539 {
540 if (pl)
541 {
542 if (pl->ob->type != DEAD_OBJECT)
543 {
544 /* If a hidden dm dropped connection do not create
545 * inconsistencies by showing that they have left the game
546 */
547 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
548 && draw_exit)
549 {
550 if (pl->ob->map)
551 {
552 INVOKE_PLAYER (LOGOUT, pl);
553 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
554 }
555
556 char buf[MAX_BUF];
557
558 sprintf (buf, "%s left the game.", &pl->ob->name);
559 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
560 }
561
562 pl->ob->remove ();
563 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
564 }
565
566 /* We do this so that the socket handling routine can do the final
567 * cleanup. We also leave that loop to actually handle the freeing
568 * of the data.
569 */
570 if (pl->ns)
571 pl->ns->destroy ();
572
573 }
574 }
575
576 int
577 forbid_play (void)
578 {
579 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
580 char buf[MAX_BUF], day[MAX_BUF];
581 FILE *fp;
582 time_t clock;
583 struct tm *tm;
584 int i, start, stop, forbit = 0, comp;
585
586 clock = time (NULL);
587 tm = (struct tm *) localtime (&clock);
588
589 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
590 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
591 return 0;
592
593 while (fgets (buf, MAX_BUF, fp))
594 {
595 if (buf[0] == '#')
596 continue;
597 if (!strncmp (buf, "msg", 3))
598 {
599 if (forbit)
600 while (fgets (buf, MAX_BUF, fp)) /* print message */
601 fputs (buf, logfile);
602 break;
603
604 }
605 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
606 {
607 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
608 continue;
609 }
610
611 for (i = 0; i < 7; i++)
612 {
613 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
614 forbit = 1;
615 }
616 }
617
618 close_and_delete (fp, comp);
619
620 return forbit;
621 #else
622 return 0;
623 #endif
624 }
625
626 /*
627 * do_specials() is a collection of functions to call from time to time.
628 * Modified 2000-1-14 MSW to use the global pticks count to determine how
629 * often to do things. This will allow us to spred them out more often.
630 * I use prime numbers for the factor count - in that way, it is less likely
631 * these actions will fall on the same tick (compared to say using 500/2500/15000
632 * which would mean on that 15,000 tick count a whole bunch of stuff gets
633 * done). Of course, there can still be times where multiple specials are
634 * done on the same tick, but that will happen very infrequently
635 *
636 * I also think this code makes it easier to see how often we really are
637 * doing the various things.
638 */
639
640 extern unsigned long todtick;
641
642 void
643 do_specials (void)
644 {
645 if (!(pticks % PTICKS_PER_CLOCK))
646 tick_the_clock ();
647
648 if (!(pticks % 7))
649 shstr::gc ();
650
651 if (!(pticks % 2503))
652 fix_weight (); /* Hack to fix weightproblems caused by bugs */
653
654 if (!(pticks % 5003))
655 write_book_archive ();
656
657 if (!(pticks % 5009))
658 clean_friendly_list ();
659
660 if (!(pticks % 5011))
661 obsolete_parties ();
662
663 if (!(pticks % 12503))
664 fix_luck ();
665 }
666
667 void
668 server_tick ()
669 {
670 // first do the user visible stuff
671 doeric_server ();
672 INVOKE_GLOBAL (CLOCK);
673 process_events (); /* "do" something with objects with speed */
674 flush_sockets ();
675
676 // then do some bookkeeping, should not really be here
677 do_specials (); /* Routines called from time to time. */
678 attachable::check_mortals ();
679
680 ++pticks;
681 }
682
683 int
684 main (int argc, char **argv)
685 {
686 settings.argc = argc;
687 settings.argv = argv;
688
689 init (argc, argv);
690
691 initPlugins ();
692
693 for (;;)
694 cfperl_main ();
695
696 cleanup (true);
697 }
698