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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.93 by root, Mon Jan 8 14:11:05 2007 UTC vs.
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC

211player::connect (client *ns) 211player::connect (client *ns)
212{ 212{
213 this->ns = ns; 213 this->ns = ns;
214 ns->pl = this; 214 ns->pl = this;
215 215
216 run_on = 0;
217 fire_on = 0;
218 ob->container = 0; //TODO: client-specific
219
216 ns->update_look = 0; 220 ns->update_look = 0;
217 ns->look_position = 0; 221 ns->look_position = 0;
218 222
219 clear_los (ob); 223 clear_los (ob);
220 224
221//TODO: must move into client 225 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 226
248 /* make sure he's a player -- needed because of class change. */ 227 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 228 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 229 ob->race = ob->arch->clone.race;
251 230
315 if (active) 294 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 296
318 INVOKE_PLAYER (DISCONNECT, this); 297 INVOKE_PLAYER (DISCONNECT, this);
319 298
299 ns->reset_stats ();
320 ns->pl = 0; 300 ns->pl = 0;
321 this->ns = 0; 301 this->ns = 0;
322 } 302 }
323 303
304 ob->container = 0; //TODO: client-specific
324 deactivate (); 305 deactivate ();
325} 306}
326 307
327// the need for this function can be explained 308// the need for this function can be explained
328// by load_object not returning the object 309// by load_object not returning the object
351 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
352 333
353 savebed_map = first_map_path; /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
354 335
355 gen_sp_armour = 10; 336 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none; 337 shoottype = range_none;
358 bowtype = bow_normal; 338 bowtype = bow_normal;
359 petmode = pet_normal; 339 petmode = pet_normal;
360 listening = 10; 340 listening = 10;
361 usekeys = containers; 341 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */ 342 peaceful = 1; /* default peaceful */
364 do_los = 1; 343 do_los = 1;
365} 344}
366 345
367void 346void
916 * to save here. 895 * to save here.
917 */ 896 */
918 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
919 make_path_to_file (buf); 898 make_path_to_file (buf);
920 899
921#ifdef AUTOSAVE
922 op->contr->last_save_tick = pticks;
923#endif
924 start_info (op); 900 start_info (op);
925 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
926 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
927 link_player_skills (op); 903 link_player_skills (op);
928 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
3549 * not readied. 3525 * not readied.
3550 */ 3526 */
3551void 3527void
3552player_unready_range_ob (player *pl, object *ob) 3528player_unready_range_ob (player *pl, object *ob)
3553{ 3529{
3554 rangetype i;
3555
3556 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3557 {
3558 if (pl->ranges[i] == ob) 3531 if (pl->ranges[i] == ob)
3559 { 3532 {
3560 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3561 if (pl->shoottype == i) 3534 if (pl->shoottype == i)
3562 {
3563 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3564 }
3565 } 3536 }
3566 }
3567} 3537}

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