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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 1.108 by root, Mon May 28 21:28:36 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <tod.h> 27#include <tod.h>
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)
276 {
277 if (pl->ob->casting_time > 0)
278 {
279 pl->ob->casting_time--;
280 pl->ob->start_holding = 1;
281 }
282
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); 261 do_some_living (ob);
289 } 262 }
290} 263}
291 264
292static void 265static void
293process_players2 () 266process_players2 ()
294{ 267{
295 /* Then check if any players should use weapon-speed instead of speed */ 268 /* Then check if any players should use weapon-speed instead of speed */
296 for_all_players (pl) 269 for_all_players (pl)
297 { 270 {
298 /* The code that did weapon_sp handling here was out of place - 271 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 272 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 } 273 }
317} 274}
318 275
319void 276void
320process_events () 277process_events ()
326 /* Now process op */ 283 /* Now process op */
327 if (QUERY_FLAG (op, FLAG_FREED)) 284 if (QUERY_FLAG (op, FLAG_FREED))
328 { 285 {
329 LOG (llevError, "BUG: process_events(): Free object on list\n"); 286 LOG (llevError, "BUG: process_events(): Free object on list\n");
330 op->set_speed (0); 287 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; 288 continue;
352 } 289 }
353 290
354 if (!op->has_active_speed ()) 291 if (!op->has_active_speed ())
355 { 292 {
357 "but is on active list\n", op->debug_desc (), op->speed); 294 "but is on active list\n", op->debug_desc (), op->speed);
358 op->set_speed (0); 295 op->set_speed (0);
359 continue; 296 continue;
360 } 297 }
361 298
362 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 299 if (op->flag [FLAG_REMOVED])
363 { 300 {
364 LOG (llevError, "BUG: process_events(): Object without map or " 301 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); 302 op->debug_desc ());
366 op->set_speed (0); 303 op->set_speed (0);
367 continue; 304 continue;
368 } 305 }
369 306
370 /* Animate the object. Bug or feature that anim_speed 307 /* Animate the object. Bug or feature that anim_speed
371 * is based on ticks, and not the creatures speed? 308 * is based on ticks, and not the creatures speed?
372 */ 309 */
373 if (op->anim_speed && op->last_anim >= op->anim_speed) 310 if (op->anim_speed && op->last_anim >= op->anim_speed)
374 { 311 {
375 animate_object (op, op->type == PLAYER ? op->facing : op->direction); 312 animate_object (op, op->contr ? op->facing : op->direction);
376
377 op->last_anim = 1; 313 op->last_anim = 1;
378 } 314 }
379 else 315 else
380 op->last_anim++; 316 ++op->last_anim;
381 317
382 if (op->speed_left > 0) 318 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 { 319 {
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; 320 --op->speed_left;
399 process_object (op); 321 process_object (op);
400 322
401 if (op->destroyed ()) 323 if (op->destroyed ())
402 continue; 324 continue;
403 } 325 }
404 326
405 if (settings.casting_time == TRUE && op->casting_time > 0) 327 if (!op->contr)
406 op->casting_time--; 328 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 } 329 }
411 330
412 process_players2 (); 331 process_players2 ();
413} 332}
414 333
549 * done on the same tick, but that will happen very infrequently 468 * done on the same tick, but that will happen very infrequently
550 * 469 *
551 * I also think this code makes it easier to see how often we really are 470 * I also think this code makes it easier to see how often we really are
552 * doing the various things. 471 * doing the various things.
553 */ 472 */
554
555extern unsigned long todtick;
556
557void 473void
558do_specials (void) 474do_specials (void)
559{ 475{
560 if (!(pticks % PTICKS_PER_CLOCK)) 476 if (!(pticks % TICKS_PER_HOUR))
561 tick_the_clock (); 477 adjust_daylight ();
562 478
563 if (!(pticks % 7)) 479 if (!(pticks % 7))
564 shstr::gc (); 480 shstr::gc ();
565 481
566 if (!(pticks % 2503)) 482 if (!(pticks % 2503))
649{ 565{
650 settings.argc = argc; 566 settings.argc = argc;
651 settings.argv = argv; 567 settings.argv = argv;
652 568
653 init (argc, argv); 569 init (argc, argv);
654 init_environ ();
655 570
656 initPlugins (); 571 initPlugins ();
657 572
658 for (;;) 573 for (;;)
659 cfperl_main (); 574 cfperl_main ();

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