ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/main.C
Revision: 1.72
Committed: Mon Jan 1 21:19:52 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.71: +1 -1 lines
Log Message:
minor changes, follow command still borked

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