… | |
… | |
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 () |
… | |
… | |
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 | |