… | |
… | |
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 (); |
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|
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 = |
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|
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); |
… | |
… | |
237 | * is needed after the players have been updated. |
233 | * is needed after the players have been updated. |
238 | */ |
234 | */ |
239 | static void |
235 | static void |
240 | process_players1 () |
236 | process_players1 () |
241 | { |
237 | { |
242 | int flag; |
|
|
243 | |
|
|
244 | /* Basically, we keep looping until all the players have done their actions. */ |
238 | /* Basically, we keep looping until all the players have done their actions. */ |
245 | for (flag = 1; flag != 0;) |
239 | for (int flag = 1; flag != 0;) |
246 | { |
240 | { |
247 | flag = 0; |
241 | flag = 0; |
248 | for_all_players (pl) |
242 | for_all_players (pl) |
249 | { |
243 | { |
250 | pl->refcnt_chk (); |
244 | pl->refcnt_chk (); |
251 | |
245 | |
252 | if (!pl->ob || !pl->ns || !pl->ob->active) |
246 | if (!pl->ob || !pl->ns || !pl->ob->active) |
253 | continue; |
247 | continue; |
254 | |
248 | |
255 | if (pl->ob->speed_left > 0) |
249 | if (pl->ob->speed_left > 0 && pl->ns) |
256 | if (handle_newcs_player (pl->ob)) |
250 | if (handle_newcs_player (pl->ob)) |
257 | flag = 1; |
251 | flag = 1; |
258 | |
252 | |
259 | /* If the player is not actively playing, don't make a |
253 | /* If the player is not actively playing, don't make a |
260 | * backup save - nothing to save anyway. Plus, the |
254 | * backup save - nothing to save anyway. Plus, the |
… | |
… | |
294 | { |
288 | { |
295 | /* Then check if any players should use weapon-speed instead of speed */ |
289 | /* Then check if any players should use weapon-speed instead of speed */ |
296 | for_all_players (pl) |
290 | for_all_players (pl) |
297 | { |
291 | { |
298 | /* The code that did weapon_sp handling here was out of place - |
292 | /* The code that did weapon_sp handling here was out of place - |
299 | * this isn't called until after the player has finished there |
293 | * this isn't called until after the player has finished her |
300 | * actions, and is thus out of place. All we do here is bounds |
294 | * actions, and is thus out of place. All we do here is bounds |
301 | * checking. |
295 | * checking. |
302 | */ |
296 | */ |
303 | if (pl->has_hit) |
297 | if (pl->has_hit) |
304 | { |
298 | { |
305 | if (pl->ob->speed_left > pl->weapon_sp) |
299 | if (pl->ob->speed_left > pl->weapon_sp) |
… | |
… | |
329 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
323 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
330 | op->set_speed (0); |
324 | op->set_speed (0); |
331 | continue; |
325 | continue; |
332 | } |
326 | } |
333 | |
327 | |
334 | /* I've seen occasional crashes due to this - the object is removed, |
|
|
335 | * and thus the map it points to (last map it was on) may be bogus |
|
|
336 | * The real bug is to try to find out the cause of this - someone |
|
|
337 | * is probably calling remove_ob without either an insert_ob or |
|
|
338 | * free_object afterwards, leaving an object dangling. But I'd |
|
|
339 | * rather log this and continue on instead of crashing. |
|
|
340 | * Don't remove players - when a player quits, the object is in |
|
|
341 | * sort of a limbo, of removed, but something we want to keep |
|
|
342 | * around. |
|
|
343 | */ |
|
|
344 | if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) |
|
|
345 | { |
|
|
346 | LOG (llevError, "BUG: process_events(): Removed object on list\n"); |
|
|
347 | char *dump = dump_object (op); |
|
|
348 | LOG (llevError, dump); |
|
|
349 | free (dump); |
|
|
350 | op->destroy (); |
|
|
351 | continue; |
|
|
352 | } |
|
|
353 | |
|
|
354 | if (!op->has_active_speed ()) |
328 | if (!op->has_active_speed ()) |
355 | { |
329 | { |
356 | LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
330 | LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
357 | "but is on active list\n", op->debug_desc (), op->speed); |
331 | "but is on active list\n", op->debug_desc (), op->speed); |
358 | op->set_speed (0); |
332 | op->set_speed (0); |
359 | continue; |
333 | continue; |
360 | } |
334 | } |
361 | |
335 | |
362 | if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) |
336 | if (op->flag [FLAG_REMOVED]) |
363 | { |
337 | { |
364 | LOG (llevError, "BUG: process_events(): Object without map or " |
338 | LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n", |
365 | "inventory is on active list: %s (%d)\n", &op->name, op->count); |
339 | op->debug_desc ()); |
366 | op->set_speed (0); |
340 | op->set_speed (0); |
367 | continue; |
341 | continue; |
368 | } |
342 | } |
369 | |
343 | |
370 | /* Animate the object. Bug or feature that anim_speed |
344 | /* Animate the object. Bug or feature that anim_speed |
371 | * is based on ticks, and not the creatures speed? |
345 | * is based on ticks, and not the creatures speed? |
372 | */ |
346 | */ |
373 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
347 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
374 | { |
348 | { |
375 | if ((op->type == PLAYER)) |
349 | animate_object (op, op->type == PLAYER ? op->facing : op->direction); |
376 | animate_object (op, op->facing); |
|
|
377 | else |
|
|
378 | animate_object (op, op->direction); |
|
|
379 | |
350 | |
380 | op->last_anim = 1; |
351 | op->last_anim = 1; |
381 | } |
352 | } |
382 | else |
353 | else |
383 | op->last_anim++; |
354 | op->last_anim++; |
384 | |
355 | |
385 | if (op->speed_left > 0) |
356 | if (op->speed_left > 0) |
386 | { |
357 | { |
387 | #if 0 |
|
|
388 | /* I've seen occasional crashes in move_symptom() with it |
|
|
389 | * crashing because op is removed - add some debugging to |
|
|
390 | * track if it is removed at this point. |
|
|
391 | * This unfortunately is a bit too verbose it seems - not sure |
|
|
392 | * why - I think what happens is a map is freed or something and |
|
|
393 | * some objects get 'lost' - removed never to be reclaimed. |
|
|
394 | * removed objects generally shouldn't exist. |
|
|
395 | */ |
|
|
396 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
397 | { |
|
|
398 | LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); |
|
|
399 | } |
|
|
400 | #endif |
|
|
401 | --op->speed_left; |
358 | --op->speed_left; |
402 | process_object (op); |
359 | process_object (op); |
403 | |
360 | |
404 | if (op->destroyed ()) |
361 | if (op->destroyed ()) |
405 | continue; |
362 | continue; |
… | |
… | |
439 | new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); |
396 | new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); |
440 | |
397 | |
441 | if (make_core) |
398 | if (make_core) |
442 | new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n"); |
399 | new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n"); |
443 | else |
400 | else |
444 | new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players have been saved.\n"); |
401 | new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.\n"); |
445 | |
402 | |
446 | new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); |
403 | new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); |
447 | |
404 | |
448 | flush_sockets (); |
405 | flush_sockets (); |
449 | } |
406 | } |
… | |
… | |
476 | LOG (llevDebug, "cleanup done.\n"); |
433 | LOG (llevDebug, "cleanup done.\n"); |
477 | |
434 | |
478 | if (make_core) |
435 | if (make_core) |
479 | { |
436 | { |
480 | cleanup_inform (cause, make_core); |
437 | cleanup_inform (cause, make_core); |
|
|
438 | cfperl_cleanup (make_core); |
481 | _exit (1); |
439 | _exit (1); |
482 | } |
440 | } |
483 | else |
441 | else |
|
|
442 | { |
|
|
443 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n"); |
|
|
444 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n"); |
|
|
445 | flush_sockets (); |
|
|
446 | cfperl_cleanup (make_core); |
484 | _exit (0); |
447 | _exit (0); |
|
|
448 | } |
485 | } |
449 | } |
486 | |
450 | |
487 | int |
451 | int |
488 | forbid_play (void) |
452 | forbid_play (void) |
489 | { |
453 | { |
… | |
… | |
545 | * done on the same tick, but that will happen very infrequently |
509 | * done on the same tick, but that will happen very infrequently |
546 | * |
510 | * |
547 | * I also think this code makes it easier to see how often we really are |
511 | * I also think this code makes it easier to see how often we really are |
548 | * doing the various things. |
512 | * doing the various things. |
549 | */ |
513 | */ |
550 | |
|
|
551 | extern unsigned long todtick; |
|
|
552 | |
|
|
553 | void |
514 | void |
554 | do_specials (void) |
515 | do_specials (void) |
555 | { |
516 | { |
556 | if (!(pticks % PTICKS_PER_CLOCK)) |
517 | if (!(pticks % TICKS_PER_HOUR)) |
557 | tick_the_clock (); |
518 | adjust_daylight (); |
558 | |
519 | |
559 | if (!(pticks % 7)) |
520 | if (!(pticks % 7)) |
560 | shstr::gc (); |
521 | shstr::gc (); |
561 | |
522 | |
562 | if (!(pticks % 2503)) |
523 | if (!(pticks % 2503)) |