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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010 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> |
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#include <object.h> |
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#include <tod.h> |
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|
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#include <sproto.h> |
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#include <time.h> |
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|
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#include <glib.h> |
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|
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#include <../random_maps/random_map.h> |
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#include <../random_maps/rproto.h> |
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#include "path.h" |
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|
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void |
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version (object *op) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION); |
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} |
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|
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/* This is a basic little function to put the player back to his |
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* savebed. We do some error checking - its possible that the |
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* savebed map may no longer exist, so we make sure the player |
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* goes someplace. |
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*/ |
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void |
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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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} |
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|
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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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void |
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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->in_memory != MAP_ACTIVE) |
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return; |
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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; |
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} |
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} |
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|
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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; |
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|
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// remove, so stupid ob_locked 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); |
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|
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if (i == -1) |
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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 == -1) |
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i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); |
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} |
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|
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if (i != -1) |
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{ |
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x += freearr_x[i]; |
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y += freearr_y[i]; |
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} |
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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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|
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if (contr && map != newmap) |
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{ |
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if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
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return; |
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|
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if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) |
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return; |
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} |
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|
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this->x = x; |
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this->y = y; |
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map = newmap; |
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|
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insert_ob_in_map (this, map, 0, INS_NO_WALK_ON); |
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|
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enemy = 0; |
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|
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if (contr) |
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{ |
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contr->maplevel = newmap->path; |
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contr->count = 0; |
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} |
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|
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/* Update any golems */ |
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if (type == PLAYER) |
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if (object *golem = contr->golem) |
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{ |
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int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE); |
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|
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if (i < 0) |
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golem->drop_and_destroy (); |
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else |
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{ |
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newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]); |
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golem->direction = find_dir_2 (golem->x - x, golem->y - y); |
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} |
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} |
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|
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/* since the players map is already loaded, we don't need to worry |
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* about pending objects. |
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*/ |
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remove_all_pets (newmap); |
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} |
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|
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/* process_players1 and process_players2 do all the player related stuff. |
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* 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 |
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* by the various functions. process_players1() does the processing before |
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* 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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*/ |
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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. */ |
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for (int flag = 1; flag != 0;) |
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{ |
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flag = 0; |
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for_all_players (pl) |
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{ |
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pl->refcnt_chk (); |
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|
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if (expect_false (!pl->ob || !pl->ns || !pl->ob->active)) |
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continue; |
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|
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if (handle_newcs_player (pl->ob)) |
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flag = 1; |
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} |
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} |
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|
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for_all_players (pl) |
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{ |
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object *ob = pl->ob; |
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|
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// process_objects destroys the speed_left value |
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pl->speed_left_save = ob->speed_left; |
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|
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if (expect_false (!ob || !pl->ns || !ob->active)) |
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continue; |
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|
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do_some_living (ob); |
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} |
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} |
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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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} |
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} |
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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 (); |
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|
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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 |
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if (_i < actives.size ()) // HACK, rely on _i :/ |
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{ |
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object *next = actives [_i + 1]; |
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|
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prefetch (&next->flag , 0, 1); |
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prefetch (&next->speed , 0, 1); |
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prefetch (&next->anim_speed, 0, 1); |
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prefetch (&next->contr , 0, 1); |
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} |
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|
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/* Now process op */ |
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if (expect_false (op->flag [FLAG_FREED])) |
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{ |
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LOG (llevError, "BUG: process_events(): Free object on list\n"); |
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op->set_speed (0); |
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continue; |
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} |
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|
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if (expect_false (!op->has_active_speed ())) |
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{ |
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LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
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"but is on active list\n", op->debug_desc (), op->speed); |
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op->set_speed (0); |
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continue; |
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} |
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|
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if (expect_false (op->flag [FLAG_REMOVED])) |
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{ |
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LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n", |
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op->debug_desc ()); |
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op->set_speed (0); |
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continue; |
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} |
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|
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/* Animate the object. Bug or feature that anim_speed |
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* is based on ticks, and not the creatures speed? |
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*/ |
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if (op->anim_speed && op->last_anim >= op->anim_speed) |
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{ |
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animate_object (op, op->contr ? op->facing : op->direction); |
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op->last_anim = 1; |
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} |
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else |
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++op->last_anim; |
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|
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if (expect_false (op->speed_left > 0.f)) |
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{ |
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--op->speed_left; |
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process_object (op); |
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} |
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|
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// this will destroy the speed_left value for players, but |
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// process_players1 and ..2 save/restore the real value, |
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// so we can avoid a costly test here. |
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op->speed_left = min (op->speed, op->speed_left + op->speed); |
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} |
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|
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process_players2 (); |
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} |
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|
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/* clean up everything before exiting */ |
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void |
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emergency_save () |
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{ |
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LOG (llevDebug, "emergency save begin.\n"); |
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|
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cfperl_emergency_save (); |
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|
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LOG (llevDebug, "saving book archive.\n"); |
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write_book_archive (); |
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|
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LOG (llevDebug, "emergency save done.\n"); |
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} |
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|
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// send all clients some informational text |
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static void |
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cleanup_inform (const char *cause, bool make_core) |
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{ |
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int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN); |
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|
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new_draw_info_format (flags, 0, 0, "The server will now shutdown."); |
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new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause); |
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|
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if (make_core) |
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new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved."); |
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else |
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new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now."); |
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|
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new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE); |
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|
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client::flush_sockets (); |
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} |
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|
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/* clean up everything before exiting */ |
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void |
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cleanup (const char *cause, bool make_core) |
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{ |
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if (make_core) |
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fork_abort (cause); |
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|
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LOG (llevError, "cleanup cause: %s\n", cause); |
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|
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if (!make_core) |
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cleanup_inform (cause, make_core); |
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|
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LOG (llevDebug, "cleanup begin.\n"); |
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|
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if (init_done && !in_cleanup) |
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{ |
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in_cleanup = true; |
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emergency_save (); |
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} |
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else |
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in_cleanup = true; |
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|
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LOG (llevDebug, "running cleanup handlers.\n"); |
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INVOKE_GLOBAL (CLEANUP); |
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|
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LOG (llevDebug, "cleanup done.\n"); |
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|
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log_cleanup (); |
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|
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if (make_core) |
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cleanup_inform (cause, make_core); |
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else |
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{ |
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new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting."); |
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new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE); |
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client::flush_sockets (); |
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} |
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|
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cfperl_cleanup (make_core); |
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_exit (make_core); |
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} |
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|
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/* |
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* do_specials() is a collection of functions to call from time to time. |
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* Modified 2000-1-14 MSW to use the global pticks count to determine how |
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* often to do things. This will allow us to spred them out more often. |
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* I use prime numbers for the factor count - in that way, it is less likely |
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* these actions will fall on the same tick (compared to say using 500/2500/15000 |
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* which would mean on that 15,000 tick count a whole bunch of stuff gets |
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* done). Of course, there can still be times where multiple specials are |
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* done on the same tick, but that will happen very infrequently |
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* |
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* I also think this code makes it easier to see how often we really are |
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* doing the various things. |
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*/ |
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static void |
376 |
do_specials () |
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{ |
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shstr::gc (); |
379 |
archetype::gc (); |
380 |
|
381 |
if (expect_false (!(pticks % TICKS_PER_HOUR))) |
382 |
maptile::adjust_daylight (); |
383 |
|
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if (expect_false (!(pticks % 2503))) |
385 |
fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
386 |
|
387 |
if (expect_false (!(pticks % 5003))) |
388 |
write_book_archive (); |
389 |
|
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if (expect_false (!(pticks % 5009))) |
391 |
clean_friendly_list (); |
392 |
|
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if (expect_false (!(pticks % 5011))) |
394 |
obsolete_parties (); |
395 |
|
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if (expect_false (!(pticks % 12503))) |
397 |
fix_luck (); |
398 |
} |
399 |
|
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void |
401 |
server_tick () |
402 |
{ |
403 |
// first do the user visible stuff |
404 |
INVOKE_GLOBAL (CLOCK); |
405 |
process_events (); // "do" something with objects with speed |
406 |
client::clock (); // draw client maps etc. |
407 |
|
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// then do some bookkeeping, should not really be here |
409 |
do_specials (); /* Routines called from time to time. */ |
410 |
attachable::check_mortals (); |
411 |
|
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++pticks; |
413 |
|
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if (object::object_count >= RESTART_COUNT) |
415 |
cleanup ("running out of protocol ID values - need full restart"); |
416 |
} |
417 |
|
418 |
// normal main |
419 |
int |
420 |
main (int argc, char **argv) |
421 |
{ |
422 |
settings.argc = argc; |
423 |
settings.argv = argv; |
424 |
|
425 |
rndm.seed (time (0)); |
426 |
g_thread_init (0); // for the slice allocator only |
427 |
|
428 |
init (argc, argv); |
429 |
|
430 |
for (;;) |
431 |
cfperl_main (); |
432 |
} |
433 |
|