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237 | * is needed after the players have been updated. |
237 | * is needed after the players have been updated. |
238 | */ |
238 | */ |
239 | static void |
239 | static void |
240 | process_players1 () |
240 | process_players1 () |
241 | { |
241 | { |
242 | int flag; |
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243 | |
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244 | /* Basically, we keep looping until all the players have done their actions. */ |
242 | /* Basically, we keep looping until all the players have done their actions. */ |
245 | for (flag = 1; flag != 0;) |
243 | for (int flag = 1; flag != 0;) |
246 | { |
244 | { |
247 | flag = 0; |
245 | flag = 0; |
248 | for_all_players (pl) |
246 | for_all_players (pl) |
249 | { |
247 | { |
250 | pl->refcnt_chk (); |
248 | pl->refcnt_chk (); |
251 | |
249 | |
252 | if (!pl->ob || !pl->ns || !pl->ob->active) |
250 | if (!pl->ob || !pl->ns || !pl->ob->active) |
253 | continue; |
251 | continue; |
254 | |
252 | |
255 | if (pl->ob->speed_left > 0) |
253 | if (pl->ob->speed_left > 0 && pl->ns) |
256 | if (handle_newcs_player (pl->ob)) |
254 | if (handle_newcs_player (pl->ob)) |
257 | flag = 1; |
255 | flag = 1; |
258 | |
256 | |
259 | /* If the player is not actively playing, don't make a |
257 | /* If the player is not actively playing, don't make a |
260 | * backup save - nothing to save anyway. Plus, the |
258 | * backup save - nothing to save anyway. Plus, the |
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329 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
327 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
330 | op->set_speed (0); |
328 | op->set_speed (0); |
331 | continue; |
329 | continue; |
332 | } |
330 | } |
333 | |
331 | |
334 | /* I've seen occasional crashes due to this - the object is removed, |
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335 | * and thus the map it points to (last map it was on) may be bogus |
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336 | * The real bug is to try to find out the cause of this - someone |
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337 | * is probably calling remove_ob without either an insert_ob or |
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338 | * free_object afterwards, leaving an object dangling. But I'd |
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339 | * rather log this and continue on instead of crashing. |
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340 | * Don't remove players - when a player quits, the object is in |
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341 | * sort of a limbo, of removed, but something we want to keep |
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342 | * around. |
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343 | */ |
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344 | if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) |
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345 | { |
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346 | LOG (llevError, "BUG: process_events(): Removed object on list\n"); |
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347 | char *dump = dump_object (op); |
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348 | LOG (llevError, dump); |
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349 | free (dump); |
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350 | op->destroy (); |
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351 | continue; |
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352 | } |
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353 | |
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354 | if (!op->has_active_speed ()) |
332 | if (!op->has_active_speed ()) |
355 | { |
333 | { |
356 | LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
334 | LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
357 | "but is on active list\n", op->debug_desc (), op->speed); |
335 | "but is on active list\n", op->debug_desc (), op->speed); |
358 | op->set_speed (0); |
336 | op->set_speed (0); |
359 | continue; |
337 | continue; |
360 | } |
338 | } |
361 | |
339 | |
362 | if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) |
340 | if (op->flag [FLAG_REMOVED]) |
363 | { |
341 | { |
364 | LOG (llevError, "BUG: process_events(): Object without map or " |
342 | 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); |
343 | op->debug_desc ()); |
366 | op->set_speed (0); |
344 | op->set_speed (0); |
367 | continue; |
345 | continue; |
368 | } |
346 | } |
369 | |
347 | |
370 | /* Animate the object. Bug or feature that anim_speed |
348 | /* Animate the object. Bug or feature that anim_speed |
371 | * is based on ticks, and not the creatures speed? |
349 | * is based on ticks, and not the creatures speed? |
372 | */ |
350 | */ |
373 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
351 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
374 | { |
352 | { |
375 | if ((op->type == PLAYER)) |
353 | animate_object (op, op->type == PLAYER ? op->facing : op->direction); |
376 | animate_object (op, op->facing); |
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377 | else |
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378 | animate_object (op, op->direction); |
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379 | |
354 | |
380 | op->last_anim = 1; |
355 | op->last_anim = 1; |
381 | } |
356 | } |
382 | else |
357 | else |
383 | op->last_anim++; |
358 | op->last_anim++; |
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439 | new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); |
414 | new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause); |
440 | |
415 | |
441 | if (make_core) |
416 | 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"); |
417 | new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n"); |
443 | else |
418 | 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"); |
419 | 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 | |
420 | |
446 | new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); |
421 | new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE); |
447 | |
422 | |
448 | flush_sockets (); |
423 | flush_sockets (); |
449 | } |
424 | } |
… | |
… | |
476 | LOG (llevDebug, "cleanup done.\n"); |
451 | LOG (llevDebug, "cleanup done.\n"); |
477 | |
452 | |
478 | if (make_core) |
453 | if (make_core) |
479 | { |
454 | { |
480 | cleanup_inform (cause, make_core); |
455 | cleanup_inform (cause, make_core); |
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456 | cfperl_cleanup (make_core); |
481 | _exit (1); |
457 | _exit (1); |
482 | } |
458 | } |
483 | else |
459 | else |
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460 | { |
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461 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n"); |
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462 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n"); |
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463 | flush_sockets (); |
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464 | cfperl_cleanup (make_core); |
484 | _exit (0); |
465 | _exit (0); |
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466 | } |
485 | } |
467 | } |
486 | |
468 | |
487 | int |
469 | int |
488 | forbid_play (void) |
470 | forbid_play (void) |
489 | { |
471 | { |
… | |
… | |
545 | * done on the same tick, but that will happen very infrequently |
527 | * done on the same tick, but that will happen very infrequently |
546 | * |
528 | * |
547 | * I also think this code makes it easier to see how often we really are |
529 | * I also think this code makes it easier to see how often we really are |
548 | * doing the various things. |
530 | * doing the various things. |
549 | */ |
531 | */ |
550 | |
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|
551 | extern unsigned long todtick; |
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|
552 | |
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553 | void |
532 | void |
554 | do_specials (void) |
533 | do_specials (void) |
555 | { |
534 | { |
556 | if (!(pticks % PTICKS_PER_CLOCK)) |
535 | if (!(pticks % TICKS_PER_HOUR)) |
557 | tick_the_clock (); |
536 | adjust_daylight (); |
558 | |
537 | |
559 | if (!(pticks % 7)) |
538 | if (!(pticks % 7)) |
560 | shstr::gc (); |
539 | shstr::gc (); |
561 | |
540 | |
562 | if (!(pticks % 2503)) |
541 | if (!(pticks % 2503)) |