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Comparing deliantra/server/server/main.C (file contents):
Revision 1.156 by root, Wed Apr 21 07:10:01 2010 UTC vs.
Revision 1.157 by root, Fri Apr 23 04:32:47 2010 UTC

40{ 40{
41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION); 41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
42} 42}
43 43
44/* This is a basic little function to put the player back to his 44/* This is a basic little function to put the player back to his
45 * savebed. We do some error checking - its possible that the 45 * savebed.
46 * savebed map may no longer exist, so we make sure the player
47 * goes someplace.
48 */ 46 */
49void 47void
50enter_player_savebed (object *op) 48enter_player_savebed (object *op)
51{ 49{
52 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y); 50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
57 * new map. map, x, y must be set. map is the map we are moving the 55 * new map. map, x, y must be set. map is the map we are moving the
58 * player to - it could be the map he just came from if the load failed for 56 * player to - it could be the map he just came from if the load failed for
59 * whatever reason. If default map coordinates are to be used, then 57 * whatever reason. If default map coordinates are to be used, then
60 * the function that calls this should figure them out. 58 * the function that calls this should figure them out.
61 */ 59 */
62void 60bool
63object::enter_map (maptile *newmap, int x, int y) 61object::enter_map (maptile *newmap, int x, int y)
64{ 62{
65 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE) 63 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
66 return; 64 return false;
67 65
68 if (out_of_map (newmap, x, y)) 66 if (out_of_map (newmap, x, y))
69 { 67 {
70 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); 68 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
71 x = newmap->enter_x; 69 x = newmap->enter_x;
73 if (out_of_map (newmap, x, y)) 71 if (out_of_map (newmap, x, y))
74 { 72 {
75 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 73 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
76 &newmap->path, x, y, newmap->width, newmap->height); 74 &newmap->path, x, y, newmap->width, newmap->height);
77 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); 75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
78 return; 76 return false;
79 } 77 }
80 } 78 }
81 79
82 if (contr && map != newmap && map) 80 if (contr && map != newmap && map)
83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) 81 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
84 return; 82 return false;
85 83
86 // remove, so stupid blocked does not trigger a failure 84 // remove, so stupid blocked does not trigger a failure
87 remove (); 85 remove ();
88 86
89 /* try to find a spot for the player */ 87 /* try to find a spot for the player */
116 } 114 }
117 115
118 if (contr && map != newmap) 116 if (contr && map != newmap)
119 { 117 {
120 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 118 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
121 return; 119 return false;
122 120
123 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) 121 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
124 return; 122 return false;
125 } 123 }
126 124
127 enemy = 0; 125 enemy = 0;
128 126
129 newmap->insert (this, x, y, 0, INS_NO_WALK_ON); 127 newmap->insert (this, x, y);
130 128
131 if (map == newmap) 129 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
132 { 130 {
133 if (contr) 131 if (contr)
134 { 132 {
135 contr->maplevel = newmap->path; 133 contr->maplevel = newmap->path;
136 contr->count = 0; 134 contr->count = 0;
152 150
153 /* since the players map is already loaded, we don't need to worry 151 /* since the players map is already loaded, we don't need to worry
154 * about pending objects. 152 * about pending objects.
155 */ 153 */
156 move_all_pets (); 154 move_all_pets ();
155
156 return true;
157 } 157 }
158
159 return false;
158} 160}
159 161
160/* process_players1 and process_players2 do all the player related stuff. 162/* process_players1 and process_players2 do all the player related stuff.
161 * I moved it out of process events and process_map. This was to some 163 * I moved it out of process events and process_map. This was to some
162 * extent for debugging as well as to get a better idea of the time used 164 * extent for debugging as well as to get a better idea of the time used

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