… | |
… | |
244 | pl->refcnt_chk (); |
244 | pl->refcnt_chk (); |
245 | |
245 | |
246 | if (!pl->ob || !pl->ns || !pl->ob->active) |
246 | if (!pl->ob || !pl->ns || !pl->ob->active) |
247 | continue; |
247 | continue; |
248 | |
248 | |
249 | if (pl->ob->speed_left > 0 && pl->ns) |
|
|
250 | if (handle_newcs_player (pl->ob)) |
249 | if (handle_newcs_player (pl->ob)) |
251 | flag = 1; |
250 | flag = 1; |
252 | |
251 | } |
253 | /* If the player is not actively playing, don't make a |
252 | } |
254 | * backup save - nothing to save anyway. Plus, the |
|
|
255 | * map may not longer be valid. This can happen when the |
|
|
256 | * player quits - they exist for purposes of tracking on the map, |
|
|
257 | * but don't actually reside on any actual map. |
|
|
258 | */ |
|
|
259 | if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
260 | continue; |
|
|
261 | } /* end of for loop for all the players */ |
|
|
262 | } /* for flag */ |
|
|
263 | |
253 | |
264 | for_all_players (pl) |
254 | for_all_players (pl) |
265 | { |
255 | { |
|
|
256 | object *ob = pl->ob; |
|
|
257 | |
266 | if (!pl->ob || !pl->ns || !pl->ob->active) |
258 | if (!ob || !pl->ns || !ob->active) |
267 | continue; |
259 | continue; |
268 | |
260 | |
269 | if (settings.casting_time) |
|
|
270 | { |
|
|
271 | if (pl->ob->casting_time > 0) |
|
|
272 | { |
|
|
273 | pl->ob->casting_time--; |
|
|
274 | pl->ob->start_holding = 1; |
|
|
275 | } |
|
|
276 | |
|
|
277 | /* set spell_state so we can update the range in stats field */ |
|
|
278 | if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) |
|
|
279 | pl->ob->start_holding = 0; |
|
|
280 | } |
|
|
281 | |
|
|
282 | do_some_living (pl->ob); |
261 | do_some_living (ob); |
283 | } |
262 | } |
284 | } |
263 | } |
285 | |
264 | |
286 | static void |
265 | static void |
287 | process_players2 () |
266 | process_players2 () |
288 | { |
267 | { |
289 | /* Then check if any players should use weapon-speed instead of speed */ |
268 | /* Then check if any players should use weapon-speed instead of speed */ |
290 | for_all_players (pl) |
269 | for_all_players (pl) |
291 | { |
270 | { |
292 | /* The code that did weapon_sp handling here was out of place - |
271 | pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp); |
293 | * this isn't called until after the player has finished there |
272 | pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed); |
294 | * actions, and is thus out of place. All we do here is bounds |
|
|
295 | * checking. |
|
|
296 | */ |
|
|
297 | if (pl->has_hit) |
|
|
298 | { |
|
|
299 | if (pl->ob->speed_left > pl->weapon_sp) |
|
|
300 | pl->ob->speed_left = pl->weapon_sp; |
|
|
301 | |
|
|
302 | /* This needs to be here - if the player is running, we need to |
|
|
303 | * clear this each tick, but new commands are not being received |
|
|
304 | * so execute_newserver_command() is never called |
|
|
305 | */ |
|
|
306 | pl->has_hit = 0; |
|
|
307 | } |
|
|
308 | else if (pl->ob->speed_left > pl->ob->speed) |
|
|
309 | pl->ob->speed_left = pl->ob->speed; |
|
|
310 | } |
273 | } |
311 | } |
274 | } |
312 | |
275 | |
313 | void |
276 | void |
314 | process_events () |
277 | process_events () |
… | |
… | |
344 | /* Animate the object. Bug or feature that anim_speed |
307 | /* Animate the object. Bug or feature that anim_speed |
345 | * is based on ticks, and not the creatures speed? |
308 | * is based on ticks, and not the creatures speed? |
346 | */ |
309 | */ |
347 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
310 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
348 | { |
311 | { |
349 | animate_object (op, op->type == PLAYER ? op->facing : op->direction); |
312 | animate_object (op, op->contr ? op->facing : op->direction); |
350 | |
|
|
351 | op->last_anim = 1; |
313 | op->last_anim = 1; |
352 | } |
314 | } |
353 | else |
315 | else |
354 | op->last_anim++; |
316 | ++op->last_anim; |
355 | |
317 | |
356 | if (op->speed_left > 0) |
318 | if (op->speed_left > 0.f) |
357 | { |
|
|
358 | #if 0 |
|
|
359 | /* I've seen occasional crashes in move_symptom() with it |
|
|
360 | * crashing because op is removed - add some debugging to |
|
|
361 | * track if it is removed at this point. |
|
|
362 | * This unfortunately is a bit too verbose it seems - not sure |
|
|
363 | * why - I think what happens is a map is freed or something and |
|
|
364 | * some objects get 'lost' - removed never to be reclaimed. |
|
|
365 | * removed objects generally shouldn't exist. |
|
|
366 | */ |
|
|
367 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
368 | { |
319 | { |
369 | LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); |
|
|
370 | } |
|
|
371 | #endif |
|
|
372 | --op->speed_left; |
320 | --op->speed_left; |
373 | process_object (op); |
321 | process_object (op); |
374 | |
322 | |
375 | if (op->destroyed ()) |
323 | if (op->destroyed ()) |
376 | continue; |
324 | continue; |
377 | } |
325 | } |
378 | |
326 | |
379 | if (settings.casting_time == TRUE && op->casting_time > 0) |
327 | if (!op->contr) |
380 | op->casting_time--; |
328 | op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed)); |
381 | |
|
|
382 | if (op->speed_left <= 0) |
|
|
383 | op->speed_left += FABS (op->speed); |
|
|
384 | } |
329 | } |
385 | |
330 | |
386 | process_players2 (); |
331 | process_players2 (); |
387 | } |
332 | } |
388 | |
333 | |