- Cleaned up some more the event dequeue code, it will no longer clear out the npc_id if there's no events waiting to be executed (why does it clears the npc_id anyway?)
- Because of possible conflicts with this change and the on-login script, now the on-login script is executed when the player has finished loading into their start-up map rather than as soon as receiving the registry variables from the char-server. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9073 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,13 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/10/25
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* Cleaned up some more the event dequeue code, it will no longer clear out
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the npc_id if there's no events waiting to be executed (why does it clears
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the npc_id anyway?) [Skotlex]
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* Because of possible conflicts with this change and the on-login script,
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now the on-login script is executed when the player has finished loading
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into their start-up map rather than as soon as receiving the registry
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variables from the char-server. [Skotlex]
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* Some cleaning of the pc_eventtimer and pc enqueue code, it should fix
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some memory leaks when the event counter does not matches with the actual
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number of queued timers during logout. [Skotlex]
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@ -8344,7 +8344,8 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
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//Removed, for some reason chars get stuck on map-change when you send this packet!? [Skotlex]
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//[LuzZza]
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//clif_guild_send_onlineinfo(sd);
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//On Login Script.
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npc_script_event(sd, NPCE_LOGIN);
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} else
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//New 'night' effect by dynamix [Skotlex]
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if (night_flag && map[sd->bl.m].flag.nightenabled)
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@ -162,32 +162,19 @@ int npc_event_dequeue(struct map_session_data *sd)
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{
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nullpo_retr(0, sd);
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sd->npc_id=0;
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if (sd->eventqueue[0][0]) { // キューのイベント処理
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size_t ev;
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if (!sd->eventqueue[0][0])
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return 0; //Nothing to dequeue
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// find an empty place in eventtimer list
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for(ev=0;ev<MAX_EVENTTIMER;ev++)
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if( sd->eventtimer[ev]==-1 )
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break;
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if(ev<MAX_EVENTTIMER)
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{ // generate and insert the timer
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int i;
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// copy the first event name
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char *name=(char *)aMalloc(50*sizeof(char));
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memcpy(name,sd->eventqueue[0],50);
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// shift queued events down by one
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for(i=1;i<MAX_EVENTQUEUE;i++)
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memcpy(sd->eventqueue[i-1],sd->eventqueue[i],50);
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// clear the last event
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sd->eventqueue[MAX_EVENTQUEUE-1][0]=0;
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// add the timer
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sd->eventtimer[ev]=add_timer(gettick()+100,pc_eventtimer,sd->bl.id,(int)name);//TODO: Someone wrote here "!!todo!!", but what the hell is missing?
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sd->eventcount++;
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}else
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ShowWarning("npc_event_dequeue: event timer is full !\n");
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if (!pc_addeventtimer(sd,100,sd->eventqueue[0]))
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{ //Failed to dequeue, couldn't set a timer.
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ShowWarning("npc_event_dequeue: event timer is full !\n");
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return 0;
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}
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return 0;
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//Event dequeued successfully, shift other elements.
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sd->npc_id=0; //FIXME: Shouldn't dequeueing fail when you have an npc_id set?
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memmove(sd->eventqueue[0], sd->eventqueue[1], (MAX_EVENTQUEUE-1)*sizeof(sd->eventqueue[0]));
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sd->eventqueue[MAX_EVENTQUEUE-1][0]=0;
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return 1;
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}
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/*==========================================
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@ -801,27 +788,22 @@ int npc_settimerevent_tick(struct npc_data *nd,int newtimer)
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int npc_event_sub(struct map_session_data *sd, struct event_data *ev, const unsigned char *eventname){
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if ( sd->npc_id!=0) {
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// if (battle_config.error_log)
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// printf("npc_event: npc_id != 0\n");
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//Enqueue the event trigger.
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int i;
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for(i=0;i<MAX_EVENTQUEUE;i++)
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if (!sd->eventqueue[i][0])
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break;
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for(i=0;i<MAX_EVENTQUEUE && sd->eventqueue[i][0];i++)
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if (i==MAX_EVENTQUEUE) {
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if (battle_config.error_log)
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ShowWarning("npc_event: event queue is full !\n");
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}else{
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// if (battle_config.etc_log)
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// printf("npc_event: enqueue\n");
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}else //Event enqueued.
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memcpy(sd->eventqueue[i],eventname,50);
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}
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return 1;
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}
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if (ev->nd->sc.option&OPTION_INVISIBLE) { // 無効化されている
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if (ev->nd->sc.option&OPTION_INVISIBLE) {
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//Disabled npc, shouldn't trigger event.
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npc_event_dequeue(sd);
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return 0;
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return 2;
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}
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run_script(ev->nd->u.scr.script,ev->pos,sd->bl.id,ev->nd->bl.id);
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return 0;
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}
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10
src/map/pc.c
10
src/map/pc.c
@ -861,8 +861,6 @@ int pc_reg_received(struct map_session_data *sd)
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sd->state.event_joblvup = 1;
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sd->state.event_loadmap = 1;
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}
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npc_script_event(sd, NPCE_LOGIN);
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return 0;
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}
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@ -6131,7 +6129,7 @@ int pc_setregistry_str(struct map_session_data *sd,char *reg,char *val,int type)
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* ƒCƒxƒ“ƒgƒ^ƒCƒ}??—<EFBFBD>
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*------------------------------------------
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*/
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int pc_eventtimer(int tid,unsigned int tick,int id,int data)
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static int pc_eventtimer(int tid,unsigned int tick,int id,int data)
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{
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struct map_session_data *sd=map_id2sd(id);
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char *p = (char *)data;
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@ -6142,9 +6140,9 @@ int pc_eventtimer(int tid,unsigned int tick,int id,int data)
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for(i=0;i < MAX_EVENTTIMER && sd->eventtimer[i]!=tid; i++);
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if(i < MAX_EVENTTIMER){
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sd->eventcount--;
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sd->eventtimer[i]=-1;
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npc_event(sd,p,0);
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sd->eventcount--;
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} else if(battle_config.error_log)
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ShowError("pc_eventtimer: no such event timer\n");
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@ -6173,7 +6171,7 @@ int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
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pc_eventtimer,sd->bl.id,(int)evname);
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sd->eventcount++;
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return 0;
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return 1;
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}
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/*==========================================
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@ -6197,7 +6195,7 @@ int pc_deleventtimer(struct map_session_data *sd,const char *name)
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sd->eventtimer[i]=-1;
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sd->eventcount--;
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aFree(p);
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break;
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return 1;
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}
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}
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@ -286,7 +286,6 @@ int pc_addspiritball(struct map_session_data *sd,int,int);
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int pc_delspiritball(struct map_session_data *sd,int,int);
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void pc_addfame(struct map_session_data *sd,int count);
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unsigned char pc_famerank(int char_id, int job);
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int pc_eventtimer(int tid,unsigned int tick,int id,int data); // for npc_dequeue
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int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl);
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extern struct fame_list smith_fame_list[MAX_FAME_LIST];
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