… | |
… | |
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 | */ |
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.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 | // process_events might steal us one speed slot, so adjust accordingly |
276 | { |
272 | if (ob->speed_left > 0.f) |
277 | if (pl->ob->casting_time > 0) |
273 | ++ob->speed_left; |
278 | { |
|
|
279 | pl->ob->casting_time--; |
|
|
280 | pl->ob->start_holding = 1; |
|
|
281 | } |
|
|
282 | |
274 | |
283 | /* set spell_state so we can update the range in stats field */ |
|
|
284 | if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) |
|
|
285 | pl->ob->start_holding = 0; |
|
|
286 | } |
|
|
287 | |
|
|
288 | do_some_living (pl->ob); |
275 | do_some_living (ob); |
289 | } |
276 | } |
290 | } |
277 | } |
291 | |
278 | |
292 | static void |
279 | static void |
293 | process_players2 () |
280 | process_players2 () |
294 | { |
281 | { |
295 | /* 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 */ |
296 | for_all_players (pl) |
283 | for_all_players (pl) |
297 | { |
284 | { |
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) |
285 | if (pl->has_hit) |
304 | { |
286 | { |
|
|
287 | pl->ob->speed_left = min (pl->weapon_speed (), pl->ob->speed_left + pl->weapon_speed ()); |
|
|
288 | |
305 | if (pl->ob->speed_left > pl->weapon_sp) |
289 | 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; |
290 | pl->has_hit = 0; |
313 | } |
291 | } |
314 | else if (pl->ob->speed_left > pl->ob->speed) |
292 | else |
315 | pl->ob->speed_left = pl->ob->speed; |
293 | pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed); |
316 | } |
294 | } |
317 | } |
295 | } |
318 | |
296 | |
319 | void |
297 | void |
320 | process_events () |
298 | process_events () |
… | |
… | |
326 | /* Now process op */ |
304 | /* Now process op */ |
327 | if (QUERY_FLAG (op, FLAG_FREED)) |
305 | if (QUERY_FLAG (op, FLAG_FREED)) |
328 | { |
306 | { |
329 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
307 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
330 | op->set_speed (0); |
308 | 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; |
309 | continue; |
352 | } |
310 | } |
353 | |
311 | |
354 | if (!op->has_active_speed ()) |
312 | if (!op->has_active_speed ()) |
355 | { |
313 | { |
… | |
… | |
357 | "but is on active list\n", op->debug_desc (), op->speed); |
315 | "but is on active list\n", op->debug_desc (), op->speed); |
358 | op->set_speed (0); |
316 | op->set_speed (0); |
359 | continue; |
317 | continue; |
360 | } |
318 | } |
361 | |
319 | |
362 | if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) |
320 | if (op->flag [FLAG_REMOVED]) |
363 | { |
321 | { |
364 | LOG (llevError, "BUG: process_events(): Object without map or " |
322 | 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); |
323 | op->debug_desc ()); |
366 | op->set_speed (0); |
324 | op->set_speed (0); |
367 | continue; |
325 | continue; |
368 | } |
326 | } |
369 | |
327 | |
370 | /* Animate the object. Bug or feature that anim_speed |
328 | /* Animate the object. Bug or feature that anim_speed |
371 | * is based on ticks, and not the creatures speed? |
329 | * is based on ticks, and not the creatures speed? |
372 | */ |
330 | */ |
373 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
331 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
374 | { |
332 | { |
375 | if ((op->type == PLAYER)) |
|
|
376 | animate_object (op, op->facing); |
|
|
377 | else |
|
|
378 | animate_object (op, op->direction); |
333 | animate_object (op, op->contr ? op->facing : op->direction); |
379 | |
|
|
380 | op->last_anim = 1; |
334 | op->last_anim = 1; |
381 | } |
335 | } |
382 | else |
336 | else |
383 | op->last_anim++; |
337 | ++op->last_anim; |
384 | |
338 | |
385 | if (op->speed_left > 0) |
339 | 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 | { |
340 | { |
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; |
341 | --op->speed_left; |
402 | process_object (op); |
342 | process_object (op); |
403 | |
343 | |
404 | if (op->destroyed ()) |
344 | if (op->destroyed ()) |
405 | continue; |
345 | continue; |
406 | } |
346 | } |
407 | |
347 | |
408 | if (settings.casting_time == TRUE && op->casting_time > 0) |
348 | if (!op->contr) |
409 | op->casting_time--; |
349 | op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed)); |
410 | |
|
|
411 | if (op->speed_left <= 0) |
|
|
412 | op->speed_left += FABS (op->speed); |
|
|
413 | } |
350 | } |
414 | |
351 | |
415 | process_players2 (); |
352 | process_players2 (); |
416 | } |
353 | } |
417 | |
354 | |
… | |
… | |
439 | new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); |
376 | new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); |
440 | |
377 | |
441 | if (make_core) |
378 | 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"); |
379 | new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n"); |
443 | else |
380 | 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"); |
381 | 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 | |
382 | |
446 | new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); |
383 | new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); |
447 | |
384 | |
448 | flush_sockets (); |
385 | flush_sockets (); |
449 | } |
386 | } |
… | |
… | |
476 | LOG (llevDebug, "cleanup done.\n"); |
413 | LOG (llevDebug, "cleanup done.\n"); |
477 | |
414 | |
478 | if (make_core) |
415 | if (make_core) |
479 | { |
416 | { |
480 | cleanup_inform (cause, make_core); |
417 | cleanup_inform (cause, make_core); |
|
|
418 | cfperl_cleanup (make_core); |
481 | _exit (1); |
419 | _exit (1); |
482 | } |
420 | } |
483 | else |
421 | else |
|
|
422 | { |
|
|
423 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n"); |
|
|
424 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n"); |
|
|
425 | flush_sockets (); |
|
|
426 | cfperl_cleanup (make_core); |
484 | _exit (0); |
427 | _exit (0); |
|
|
428 | } |
485 | } |
429 | } |
486 | |
430 | |
487 | int |
431 | int |
488 | forbid_play (void) |
432 | forbid_play (void) |
489 | { |
433 | { |
… | |
… | |
545 | * done on the same tick, but that will happen very infrequently |
489 | * done on the same tick, but that will happen very infrequently |
546 | * |
490 | * |
547 | * 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 |
548 | * doing the various things. |
492 | * doing the various things. |
549 | */ |
493 | */ |
550 | |
|
|
551 | extern unsigned long todtick; |
|
|
552 | |
|
|
553 | void |
494 | void |
554 | do_specials (void) |
495 | do_specials (void) |
555 | { |
496 | { |
556 | if (!(pticks % PTICKS_PER_CLOCK)) |
497 | if (!(pticks % TICKS_PER_HOUR)) |
557 | tick_the_clock (); |
498 | adjust_daylight (); |
558 | |
499 | |
559 | if (!(pticks % 7)) |
500 | if (!(pticks % 7)) |
560 | shstr::gc (); |
501 | shstr::gc (); |
561 | |
502 | |
562 | if (!(pticks % 2503)) |
503 | if (!(pticks % 2503)) |