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Comparing deliantra/server/server/main.C (file contents):
Revision 1.92 by root, Tue Mar 6 03:06:00 2007 UTC vs.
Revision 1.101 by root, Sat May 12 20:21:54 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 ();
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
379 else 353 else
380 op->last_anim++; 354 op->last_anim++;
381 355
382 if (op->speed_left > 0) 356 if (op->speed_left > 0)
383 { 357 {
384#if 0
385 /* I've seen occasional crashes in move_symptom() with it
386 * crashing because op is removed - add some debugging to
387 * track if it is removed at this point.
388 * This unfortunately is a bit too verbose it seems - not sure
389 * why - I think what happens is a map is freed or something and
390 * some objects get 'lost' - removed never to be reclaimed.
391 * removed objects generally shouldn't exist.
392 */
393 if (QUERY_FLAG (op, FLAG_REMOVED))
394 {
395 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
396 }
397#endif
398 --op->speed_left; 358 --op->speed_left;
399 process_object (op); 359 process_object (op);
400 360
401 if (op->destroyed ()) 361 if (op->destroyed ())
402 continue; 362 continue;
549 * done on the same tick, but that will happen very infrequently 509 * done on the same tick, but that will happen very infrequently
550 * 510 *
551 * 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
552 * doing the various things. 512 * doing the various things.
553 */ 513 */
554
555extern unsigned long todtick;
556
557void 514void
558do_specials (void) 515do_specials (void)
559{ 516{
560 if (!(pticks % PTICKS_PER_CLOCK)) 517 if (!(pticks % TICKS_PER_HOUR))
561 tick_the_clock (); 518 adjust_daylight ();
562 519
563 if (!(pticks % 7)) 520 if (!(pticks % 7))
564 shstr::gc (); 521 shstr::gc ();
565 522
566 if (!(pticks % 2503)) 523 if (!(pticks % 2503))
649{ 606{
650 settings.argc = argc; 607 settings.argc = argc;
651 settings.argv = argv; 608 settings.argv = argv;
652 609
653 init (argc, argv); 610 init (argc, argv);
654 init_environ ();
655 611
656 initPlugins (); 612 initPlugins ();
657 613
658 for (;;) 614 for (;;)
659 cfperl_main (); 615 cfperl_main ();

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