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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 1.106 by root, Fri May 18 19:46:22 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 && pl->ns)
256 if (handle_newcs_player (pl->ob)) 249 if (handle_newcs_player (pl->ob))
257 flag = 1; 250 flag = 1;
258 251 }
259 /* If the player is not actively playing, don't make a 252 }
260 * backup save - nothing to save anyway. Plus, the
261 * map may not longer be valid. This can happen when the
262 * player quits - they exist for purposes of tracking on the map,
263 * but don't actually reside on any actual map.
264 */
265 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
266 continue;
267 } /* end of for loop for all the players */
268 } /* for flag */
269 253
270 for_all_players (pl) 254 for_all_players (pl)
271 { 255 {
256 object *ob = pl->ob;
257
272 if (!pl->ob || !pl->ns || !pl->ob->active) 258 if (!ob || !pl->ns || !ob->active)
273 continue; 259 continue;
274 260
275 if (settings.casting_time) 261 // process_events might steal us one speed slot for the animation, so adjust accordingly
276 { 262 if (ob->speed_left > 0.f)
277 if (pl->ob->casting_time > 0) 263 ++ob->speed_left;
278 {
279 pl->ob->casting_time--;
280 pl->ob->start_holding = 1;
281 }
282 264
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); 265 do_some_living (ob);
289 } 266 }
290} 267}
291 268
292static void 269static void
293process_players2 () 270process_players2 ()
294{ 271{
295 /* Then check if any players should use weapon-speed instead of speed */ 272 /* Then check if any players should use weapon-speed instead of speed */
296 for_all_players (pl) 273 for_all_players (pl)
297 { 274 {
298 /* The code that did weapon_sp handling here was out of place - 275 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
299 * this isn't called until after the player has finished there 276 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
300 * actions, and is thus out of place. All we do here is bounds
301 * checking.
302 */
303 if (pl->has_hit)
304 {
305 if (pl->ob->speed_left > pl->weapon_sp)
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;
313 }
314 else if (pl->ob->speed_left > pl->ob->speed)
315 pl->ob->speed_left = pl->ob->speed;
316 } 277 }
317} 278}
318 279
319void 280void
320process_events () 281process_events ()
326 /* Now process op */ 287 /* Now process op */
327 if (QUERY_FLAG (op, FLAG_FREED)) 288 if (QUERY_FLAG (op, FLAG_FREED))
328 { 289 {
329 LOG (llevError, "BUG: process_events(): Free object on list\n"); 290 LOG (llevError, "BUG: process_events(): Free object on list\n");
330 op->set_speed (0); 291 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; 292 continue;
352 } 293 }
353 294
354 if (!op->has_active_speed ()) 295 if (!op->has_active_speed ())
355 { 296 {
357 "but is on active list\n", op->debug_desc (), op->speed); 298 "but is on active list\n", op->debug_desc (), op->speed);
358 op->set_speed (0); 299 op->set_speed (0);
359 continue; 300 continue;
360 } 301 }
361 302
362 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 303 if (op->flag [FLAG_REMOVED])
363 { 304 {
364 LOG (llevError, "BUG: process_events(): Object without map or " 305 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); 306 op->debug_desc ());
366 op->set_speed (0); 307 op->set_speed (0);
367 continue; 308 continue;
368 } 309 }
369 310
370 /* Animate the object. Bug or feature that anim_speed 311 /* Animate the object. Bug or feature that anim_speed
371 * is based on ticks, and not the creatures speed? 312 * is based on ticks, and not the creatures speed?
372 */ 313 */
373 if (op->anim_speed && op->last_anim >= op->anim_speed) 314 if (op->anim_speed && op->last_anim >= op->anim_speed)
374 { 315 {
375 animate_object (op, op->type == PLAYER ? op->facing : op->direction); 316 animate_object (op, op->contr ? op->facing : op->direction);
376
377 op->last_anim = 1; 317 op->last_anim = 1;
378 } 318 }
379 else 319 else
380 op->last_anim++; 320 ++op->last_anim;
381 321
382 if (op->speed_left > 0) 322 if (op->speed_left > 0.f)
383 {
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 { 323 {
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; 324 --op->speed_left;
399 process_object (op); 325 process_object (op);
400 326
401 if (op->destroyed ()) 327 if (op->destroyed ())
402 continue; 328 continue;
403 } 329 }
404 330
405 if (settings.casting_time == TRUE && op->casting_time > 0) 331 if (!op->contr)
406 op->casting_time--; 332 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
407
408 if (op->speed_left <= 0)
409 op->speed_left += FABS (op->speed);
410 } 333 }
411 334
412 process_players2 (); 335 process_players2 ();
413} 336}
414 337
549 * done on the same tick, but that will happen very infrequently 472 * done on the same tick, but that will happen very infrequently
550 * 473 *
551 * I also think this code makes it easier to see how often we really are 474 * I also think this code makes it easier to see how often we really are
552 * doing the various things. 475 * doing the various things.
553 */ 476 */
554
555extern unsigned long todtick;
556
557void 477void
558do_specials (void) 478do_specials (void)
559{ 479{
560 if (!(pticks % PTICKS_PER_CLOCK)) 480 if (!(pticks % TICKS_PER_HOUR))
561 tick_the_clock (); 481 adjust_daylight ();
562 482
563 if (!(pticks % 7)) 483 if (!(pticks % 7))
564 shstr::gc (); 484 shstr::gc ();
565 485
566 if (!(pticks % 2503)) 486 if (!(pticks % 2503))
649{ 569{
650 settings.argc = argc; 570 settings.argc = argc;
651 settings.argv = argv; 571 settings.argv = argv;
652 572
653 init (argc, argv); 573 init (argc, argv);
654 init_environ ();
655 574
656 initPlugins (); 575 initPlugins ();
657 576
658 for (;;) 577 for (;;)
659 cfperl_main (); 578 cfperl_main ();

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