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Comparing deliantra/server/server/main.C (file contents):
Revision 1.94 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.104 by root, Thu May 17 14:14:55 2007 UTC

203 contr->maplevel = newmap->path; 203 contr->maplevel = newmap->path;
204 contr->count = 0; 204 contr->count = 0;
205 } 205 }
206 206
207 /* Update any golems */ 207 /* Update any golems */
208 if (type == PLAYER && contr->ranges[range_golem]) 208 if (type == PLAYER)
209 if (object *golem = contr->golem)
209 { 210 {
210 int i = find_free_spot (contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE); 211 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
211 212
212 if (i < 0) 213 if (i < 0)
213 { 214 golem->destroy ();
214 contr->ranges[range_golem]->destroy ();
215 contr->ranges[range_golem] = 0;
216 }
217 else 215 else
218 { 216 {
219 newmap->insert (contr->ranges[range_golem], x + freearr_x[i], y + freearr_y[i]); 217 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
220 218 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
221 contr->ranges[range_golem]->direction =
222 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
223 } 219 }
224 } 220 }
225 221
226 /* since the players map is already loaded, we don't need to worry 222 /* since the players map is already loaded, we don't need to worry
227 * about pending objects. 223 * about pending objects.
228 */ 224 */
229 remove_all_pets (newmap); 225 remove_all_pets (newmap);
248 pl->refcnt_chk (); 244 pl->refcnt_chk ();
249 245
250 if (!pl->ob || !pl->ns || !pl->ob->active) 246 if (!pl->ob || !pl->ns || !pl->ob->active)
251 continue; 247 continue;
252 248
253 if (pl->ob->speed_left > 0 && pl->ns) 249 if (pl->ob->speed_left > 0.f && pl->ns)
254 if (handle_newcs_player (pl->ob)) 250 if (handle_newcs_player (pl->ob))
255 flag = 1; 251 flag = 1;
256 252
257 /* If the player is not actively playing, don't make a 253 /* If the player is not actively playing, don't make a
258 * backup save - nothing to save anyway. Plus, the 254 * backup save - nothing to save anyway. Plus, the
265 } /* end of for loop for all the players */ 261 } /* end of for loop for all the players */
266 } /* for flag */ 262 } /* for flag */
267 263
268 for_all_players (pl) 264 for_all_players (pl)
269 { 265 {
266 object *ob = pl->ob;
267
270 if (!pl->ob || !pl->ns || !pl->ob->active) 268 if (!ob || !pl->ns || !ob->active)
271 continue; 269 continue;
272 270
273 if (settings.casting_time) 271 // process_events might steal us one speed slot, so adjust accordingly
274 { 272 if (ob->speed_left > 0.f)
275 if (pl->ob->casting_time > 0) 273 ++ob->speed_left;
276 {
277 pl->ob->casting_time--;
278 pl->ob->start_holding = 1;
279 }
280 274
281 /* set spell_state so we can update the range in stats field */
282 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
283 pl->ob->start_holding = 0;
284 }
285
286 do_some_living (pl->ob); 275 do_some_living (ob);
287 } 276 }
288} 277}
289 278
290static void 279static void
291process_players2 () 280process_players2 ()
292{ 281{
293 /* Then check if any players should use weapon-speed instead of speed */ 282 /* Then check if any players should use weapon-speed instead of speed */
294 for_all_players (pl) 283 for_all_players (pl)
295 { 284 {
296 /* The code that did weapon_sp handling here was out of place -
297 * this isn't called until after the player has finished there
298 * actions, and is thus out of place. All we do here is bounds
299 * checking.
300 */
301 if (pl->has_hit) 285 if (pl->has_hit)
302 { 286 {
287 pl->ob->speed_left = min (pl->weapon_speed (), pl->ob->speed_left + pl->weapon_speed ());
288
303 if (pl->ob->speed_left > pl->weapon_sp) 289 if (pl->ob->speed_left > 0.f)
304 pl->ob->speed_left = pl->weapon_sp;
305
306 /* This needs to be here - if the player is running, we need to
307 * clear this each tick, but new commands are not being received
308 * so execute_newserver_command() is never called
309 */
310 pl->has_hit = 0; 290 pl->has_hit = 0;
311 } 291 }
312 else if (pl->ob->speed_left > pl->ob->speed) 292 else
313 pl->ob->speed_left = pl->ob->speed; 293 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
314 } 294 }
315} 295}
316 296
317void 297void
318process_events () 298process_events ()
324 /* Now process op */ 304 /* Now process op */
325 if (QUERY_FLAG (op, FLAG_FREED)) 305 if (QUERY_FLAG (op, FLAG_FREED))
326 { 306 {
327 LOG (llevError, "BUG: process_events(): Free object on list\n"); 307 LOG (llevError, "BUG: process_events(): Free object on list\n");
328 op->set_speed (0); 308 op->set_speed (0);
329 continue;
330 }
331
332 /* I've seen occasional crashes due to this - the object is removed,
333 * and thus the map it points to (last map it was on) may be bogus
334 * The real bug is to try to find out the cause of this - someone
335 * is probably calling remove_ob without either an insert_ob or
336 * free_object afterwards, leaving an object dangling. But I'd
337 * rather log this and continue on instead of crashing.
338 * Don't remove players - when a player quits, the object is in
339 * sort of a limbo, of removed, but something we want to keep
340 * around.
341 */
342 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
343 {
344 LOG (llevError, "BUG: process_events(): Removed object on list\n");
345 char *dump = dump_object (op);
346 LOG (llevError, dump);
347 free (dump);
348 op->destroy ();
349 continue; 309 continue;
350 } 310 }
351 311
352 if (!op->has_active_speed ()) 312 if (!op->has_active_speed ())
353 { 313 {
355 "but is on active list\n", op->debug_desc (), op->speed); 315 "but is on active list\n", op->debug_desc (), op->speed);
356 op->set_speed (0); 316 op->set_speed (0);
357 continue; 317 continue;
358 } 318 }
359 319
360 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 320 if (op->flag [FLAG_REMOVED])
361 { 321 {
362 LOG (llevError, "BUG: process_events(): Object without map or " 322 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
363 "inventory is on active list: %s (%d)\n", &op->name, op->count); 323 op->debug_desc ());
364 op->set_speed (0); 324 op->set_speed (0);
365 continue; 325 continue;
366 } 326 }
367 327
368 /* Animate the object. Bug or feature that anim_speed 328 /* Animate the object. Bug or feature that anim_speed
369 * is based on ticks, and not the creatures speed? 329 * is based on ticks, and not the creatures speed?
370 */ 330 */
371 if (op->anim_speed && op->last_anim >= op->anim_speed) 331 if (op->anim_speed && op->last_anim >= op->anim_speed)
372 { 332 {
373 animate_object (op, op->type == PLAYER ? op->facing : op->direction); 333 animate_object (op, op->contr ? op->facing : op->direction);
374
375 op->last_anim = 1; 334 op->last_anim = 1;
376 } 335 }
377 else 336 else
378 op->last_anim++; 337 ++op->last_anim;
379 338
380 if (op->speed_left > 0) 339 if (op->speed_left > 0.f)
381 {
382#if 0
383 /* I've seen occasional crashes in move_symptom() with it
384 * crashing because op is removed - add some debugging to
385 * track if it is removed at this point.
386 * This unfortunately is a bit too verbose it seems - not sure
387 * why - I think what happens is a map is freed or something and
388 * some objects get 'lost' - removed never to be reclaimed.
389 * removed objects generally shouldn't exist.
390 */
391 if (QUERY_FLAG (op, FLAG_REMOVED))
392 { 340 {
393 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
394 }
395#endif
396 --op->speed_left; 341 --op->speed_left;
397 process_object (op); 342 process_object (op);
398 343
399 if (op->destroyed ()) 344 if (op->destroyed ())
400 continue; 345 continue;
401 } 346 }
402 347
403 if (settings.casting_time == TRUE && op->casting_time > 0) 348 if (!op->contr)
404 op->casting_time--; 349 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
405
406 if (op->speed_left <= 0)
407 op->speed_left += FABS (op->speed);
408 } 350 }
409 351
410 process_players2 (); 352 process_players2 ();
411} 353}
412 354
547 * done on the same tick, but that will happen very infrequently 489 * done on the same tick, but that will happen very infrequently
548 * 490 *
549 * I also think this code makes it easier to see how often we really are 491 * I also think this code makes it easier to see how often we really are
550 * doing the various things. 492 * doing the various things.
551 */ 493 */
552
553extern unsigned long todtick;
554
555void 494void
556do_specials (void) 495do_specials (void)
557{ 496{
558 if (!(pticks % PTICKS_PER_CLOCK)) 497 if (!(pticks % TICKS_PER_HOUR))
559 tick_the_clock (); 498 adjust_daylight ();
560 499
561 if (!(pticks % 7)) 500 if (!(pticks % 7))
562 shstr::gc (); 501 shstr::gc ();
563 502
564 if (!(pticks % 2503)) 503 if (!(pticks % 2503))

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