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Comparing deliantra/server/server/main.C (file contents):
Revision 1.100 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.109 by root, Sun Jun 3 11:22:06 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <tod.h> 27#include <tod.h>
241 flag = 0; 241 flag = 0;
242 for_all_players (pl) 242 for_all_players (pl)
243 { 243 {
244 pl->refcnt_chk (); 244 pl->refcnt_chk ();
245 245
246 if (!pl->ob || !pl->ns || !pl->ob->active) 246 if (expect_false (!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 (expect_false (!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
286static void 265static void
287process_players2 () 266process_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
313void 276void
314process_events () 277process_events ()
316 process_players1 (); 279 process_players1 ();
317 280
318 for_all_actives (op) 281 for_all_actives (op)
319 { 282 {
320 /* Now process op */ 283 /* Now process op */
321 if (QUERY_FLAG (op, FLAG_FREED)) 284 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
322 { 285 {
323 LOG (llevError, "BUG: process_events(): Free object on list\n"); 286 LOG (llevError, "BUG: process_events(): Free object on list\n");
324 op->set_speed (0); 287 op->set_speed (0);
325 continue; 288 continue;
326 } 289 }
327 290
328 if (!op->has_active_speed ()) 291 if (expect_false (!op->has_active_speed ()))
329 { 292 {
330 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " 293 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
331 "but is on active list\n", op->debug_desc (), op->speed); 294 "but is on active list\n", op->debug_desc (), op->speed);
332 op->set_speed (0); 295 op->set_speed (0);
333 continue; 296 continue;
334 } 297 }
335 298
336 if (op->flag [FLAG_REMOVED]) 299 if (expect_false (op->flag [FLAG_REMOVED]))
337 { 300 {
338 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n", 301 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
339 op->debug_desc ()); 302 op->debug_desc ());
340 op->set_speed (0); 303 op->set_speed (0);
341 continue; 304 continue;
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
526 * doing the various things. 471 * doing the various things.
527 */ 472 */
528void 473void
529do_specials (void) 474do_specials (void)
530{ 475{
531 if (!(pticks % TICKS_PER_HOUR)) 476 if (expect_false (!(pticks % TICKS_PER_HOUR)))
532 adjust_daylight (); 477 adjust_daylight ();
533 478
534 if (!(pticks % 7)) 479 if (expect_false (!(pticks % 7)))
535 shstr::gc (); 480 shstr::gc ();
536 481
537 if (!(pticks % 2503)) 482 if (expect_false (!(pticks % 2503)))
538 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 483 fix_weight (); /* Hack to fix weightproblems caused by bugs */
539 484
540 if (!(pticks % 5003)) 485 if (expect_false (!(pticks % 5003)))
541 write_book_archive (); 486 write_book_archive ();
542 487
543 if (!(pticks % 5009)) 488 if (expect_false (!(pticks % 5009)))
544 clean_friendly_list (); 489 clean_friendly_list ();
545 490
546 if (!(pticks % 5011)) 491 if (expect_false (!(pticks % 5011)))
547 obsolete_parties (); 492 obsolete_parties ();
548 493
549 if (!(pticks % 12503)) 494 if (expect_false (!(pticks % 12503)))
550 fix_luck (); 495 fix_luck ();
551} 496}
552 497
553void 498void
554server_tick () 499server_tick ()

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