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Comparing deliantra/server/server/player.C (file contents):
Revision 1.121 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.122 by root, Wed May 9 11:32:31 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
208 207
209 players.erase (this); 208 players.erase (this);
210} 209}
211 210
212// connect the player with a specific client 211// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
214void 213void
215player::connect (client *ns) 214player::connect (client *ns)
216{ 215{
217 this->ns = ns; 216 this->ns = ns;
218 ns->pl = this; 217 ns->pl = this;
258 } 257 }
259 258
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 260
262 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break;
278 }
263 279
264 ob->update_stats (); 280 ob->update_stats ();
265 ns->floorbox_update (); 281 ns->floorbox_update ();
266 282
267 esrv_send_inventory (ob, ob); 283 esrv_send_inventory (ob, ob);
1009 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1027 op->enemy = NULL;
1012} 1028}
1013 1029
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1032 * stop.
1018 */ 1033 */
1019int 1034int
1020check_pick (object *op) 1035check_pick (object *op)
1021{ 1036{

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