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Comparing deliantra/server/server/main.C (file contents):
Revision 1.97 by root, Sat Apr 21 22:57:16 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 ()
348 /* Animate the object. Bug or feature that anim_speed 328 /* Animate the object. Bug or feature that anim_speed
349 * is based on ticks, and not the creatures speed? 329 * is based on ticks, and not the creatures speed?
350 */ 330 */
351 if (op->anim_speed && op->last_anim >= op->anim_speed) 331 if (op->anim_speed && op->last_anim >= op->anim_speed)
352 { 332 {
353 animate_object (op, op->type == PLAYER ? op->facing : op->direction); 333 animate_object (op, op->contr ? op->facing : op->direction);
354
355 op->last_anim = 1; 334 op->last_anim = 1;
356 } 335 }
357 else 336 else
358 op->last_anim++; 337 ++op->last_anim;
359 338
360 if (op->speed_left > 0) 339 if (op->speed_left > 0.f)
361 {
362#if 0
363 /* I've seen occasional crashes in move_symptom() with it
364 * crashing because op is removed - add some debugging to
365 * track if it is removed at this point.
366 * This unfortunately is a bit too verbose it seems - not sure
367 * why - I think what happens is a map is freed or something and
368 * some objects get 'lost' - removed never to be reclaimed.
369 * removed objects generally shouldn't exist.
370 */
371 if (QUERY_FLAG (op, FLAG_REMOVED))
372 { 340 {
373 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
374 }
375#endif
376 --op->speed_left; 341 --op->speed_left;
377 process_object (op); 342 process_object (op);
378 343
379 if (op->destroyed ()) 344 if (op->destroyed ())
380 continue; 345 continue;
381 } 346 }
382 347
383 if (settings.casting_time == TRUE && op->casting_time > 0) 348 if (!op->contr)
384 op->casting_time--; 349 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
385
386 if (op->speed_left <= 0)
387 op->speed_left += FABS (op->speed);
388 } 350 }
389 351
390 process_players2 (); 352 process_players2 ();
391} 353}
392 354
620 582
621// normal main 583// normal main
622int 584int
623main (int argc, char **argv) 585main (int argc, char **argv)
624{ 586{
625 rndm.seed(1);
626 for (int i = 0; i < 100; ++i)
627 fprintf (stderr, "%3d %5d\n", i, rndm (10));//D
628 exit(5);
629
630 settings.argc = argc; 587 settings.argc = argc;
631 settings.argv = argv; 588 settings.argv = argv;
632 589
633 init (argc, argv); 590 init (argc, argv);
634 591

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