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Comparing deliantra/server/server/main.C (file contents):
Revision 1.87 by root, Thu Jan 18 19:32:37 2007 UTC vs.
Revision 1.102 by root, Sat May 12 21:56:34 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);
237 * is needed after the players have been updated. 233 * is needed after the players have been updated.
238 */ 234 */
239static void 235static void
240process_players1 () 236process_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.f && 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
267 } /* end of for loop for all the players */ 261 } /* end of for loop for all the players */
268 } /* for flag */ 262 } /* for flag */
269 263
270 for_all_players (pl) 264 for_all_players (pl)
271 { 265 {
266 object *ob = pl->ob;
267
272 if (!pl->ob || !pl->ns || !pl->ob->active) 268 if (!ob || !pl->ns || !ob->active)
273 continue; 269 continue;
274 270
275 if (settings.casting_time) 271 if (settings.casting_time)
276 { 272 {
277 if (pl->ob->casting_time > 0) 273 if (ob->casting_time > 0.f)
278 { 274 {
279 pl->ob->casting_time--; 275 --ob->casting_time;
280 pl->ob->start_holding = 1; 276 ob->start_holding = 1;
281 } 277 }
282 278
283 /* set spell_state so we can update the range in stats field */ 279 /* set spell_state so we can update the range in stats field */
284 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 280 if (pl->ob->casting_time == 0.f && pl->ob->start_holding == 1)
285 pl->ob->start_holding = 0; 281 pl->ob->start_holding = 0;
286 } 282 }
287 283
284 // process_events might steal us one speed slot, so adjust accordingly
285 if (ob->speed_left > 0.f)
286 ++ob->speed_left;
287
288 do_some_living (pl->ob); 288 do_some_living (ob);
289 } 289 }
290} 290}
291 291
292static void 292static void
293process_players2 () 293process_players2 ()
294{ 294{
295 /* Then check if any players should use weapon-speed instead of speed */ 295 /* Then check if any players should use weapon-speed instead of speed */
296 for_all_players (pl) 296 for_all_players (pl)
297 { 297 {
298 /* The code that did weapon_sp handling here was out of place -
299 * this isn't called until after the player has finished there
300 * actions, and is thus out of place. All we do here is bounds
301 * checking.
302 */
303 if (pl->has_hit) 298 if (pl->has_hit)
304 { 299 {
300 pl->ob->speed_left = min (pl->weapon_sp, pl->ob->speed_left + pl->weapon_sp);
301
305 if (pl->ob->speed_left > pl->weapon_sp) 302 if (pl->ob->speed_left > 0.f)
306 pl->ob->speed_left = pl->weapon_sp;
307
308 /* This needs to be here - if the player is running, we need to
309 * clear this each tick, but new commands are not being received
310 * so execute_newserver_command() is never called
311 */
312 pl->has_hit = 0; 303 pl->has_hit = 0;
313 } 304 }
314 else if (pl->ob->speed_left > pl->ob->speed) 305 else
315 pl->ob->speed_left = pl->ob->speed; 306 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
316 } 307 }
317} 308}
318 309
319void 310void
320process_events () 311process_events ()
326 /* Now process op */ 317 /* Now process op */
327 if (QUERY_FLAG (op, FLAG_FREED)) 318 if (QUERY_FLAG (op, FLAG_FREED))
328 { 319 {
329 LOG (llevError, "BUG: process_events(): Free object on list\n"); 320 LOG (llevError, "BUG: process_events(): Free object on list\n");
330 op->set_speed (0); 321 op->set_speed (0);
331 continue;
332 }
333
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; 322 continue;
352 } 323 }
353 324
354 if (!op->has_active_speed ()) 325 if (!op->has_active_speed ())
355 { 326 {
357 "but is on active list\n", op->debug_desc (), op->speed); 328 "but is on active list\n", op->debug_desc (), op->speed);
358 op->set_speed (0); 329 op->set_speed (0);
359 continue; 330 continue;
360 } 331 }
361 332
362 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 333 if (op->flag [FLAG_REMOVED])
363 { 334 {
364 LOG (llevError, "BUG: process_events(): Object without map or " 335 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); 336 op->debug_desc ());
366 op->set_speed (0); 337 op->set_speed (0);
367 continue; 338 continue;
368 } 339 }
369 340
370 /* Animate the object. Bug or feature that anim_speed 341 /* Animate the object. Bug or feature that anim_speed
371 * is based on ticks, and not the creatures speed? 342 * is based on ticks, and not the creatures speed?
372 */ 343 */
373 if (op->anim_speed && op->last_anim >= op->anim_speed) 344 if (op->anim_speed && op->last_anim >= op->anim_speed)
374 { 345 {
375 if ((op->type == PLAYER))
376 animate_object (op, op->facing);
377 else
378 animate_object (op, op->direction); 346 animate_object (op, op->contr ? op->facing : op->direction);
379
380 op->last_anim = 1; 347 op->last_anim = 1;
381 } 348 }
382 else 349 else
383 op->last_anim++; 350 ++op->last_anim;
384 351
385 if (op->speed_left > 0) 352 if (op->speed_left > 0.f)
386 {
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 { 353 {
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; 354 --op->speed_left;
402 process_object (op); 355 process_object (op);
403 356
404 if (op->destroyed ()) 357 if (op->destroyed ())
405 continue; 358 continue;
406 } 359 }
407 360
408 if (settings.casting_time == TRUE && op->casting_time > 0) 361 if (settings.casting_time == TRUE && op->casting_time > 0.f)
409 op->casting_time--; 362 --op->casting_time;
410 363
411 if (op->speed_left <= 0) 364 if (!op->contr)
412 op->speed_left += FABS (op->speed); 365 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
413 } 366 }
414 367
415 process_players2 (); 368 process_players2 ();
416} 369}
417 370
439 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); 392 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause);
440 393
441 if (make_core) 394 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"); 395 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n");
443 else 396 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"); 397 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");
445 398
446 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); 399 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE);
447 400
448 flush_sockets (); 401 flush_sockets ();
449} 402}
476 LOG (llevDebug, "cleanup done.\n"); 429 LOG (llevDebug, "cleanup done.\n");
477 430
478 if (make_core) 431 if (make_core)
479 { 432 {
480 cleanup_inform (cause, make_core); 433 cleanup_inform (cause, make_core);
434 cfperl_cleanup (make_core);
481 _exit (1); 435 _exit (1);
482 } 436 }
483 else 437 else
438 {
439 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n");
440 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n");
441 flush_sockets ();
442 cfperl_cleanup (make_core);
484 _exit (0); 443 _exit (0);
444 }
485} 445}
486 446
487int 447int
488forbid_play (void) 448forbid_play (void)
489{ 449{
545 * done on the same tick, but that will happen very infrequently 505 * done on the same tick, but that will happen very infrequently
546 * 506 *
547 * I also think this code makes it easier to see how often we really are 507 * I also think this code makes it easier to see how often we really are
548 * doing the various things. 508 * doing the various things.
549 */ 509 */
550
551extern unsigned long todtick;
552
553void 510void
554do_specials (void) 511do_specials (void)
555{ 512{
556 if (!(pticks % PTICKS_PER_CLOCK)) 513 if (!(pticks % TICKS_PER_HOUR))
557 tick_the_clock (); 514 adjust_daylight ();
558 515
559 if (!(pticks % 7)) 516 if (!(pticks % 7))
560 shstr::gc (); 517 shstr::gc ();
561 518
562 if (!(pticks % 2503)) 519 if (!(pticks % 2503))

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