… | |
… | |
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 | |
290 | static void |
279 | static void |
291 | process_players2 () |
280 | process_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 | |
317 | void |
297 | void |
318 | process_events () |
298 | process_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 | |
|
|
553 | extern unsigned long todtick; |
|
|
554 | |
|
|
555 | void |
494 | void |
556 | do_specials (void) |
495 | do_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)) |