Re: Ok, next question. (fwd)

From: Mr. Wizard (jsbarrow@husc.harvard.edu)
Date: 09/08/94


On Thu, 8 Sep 1994, Robert A. Vegas wrote:

> On Thu, 8 Sep 1994, Mr. Wizard wrote:
> 
> > On Thu, 8 Sep 1994, Robert A. Vegas wrote:
> >  
> > > On Thu, 8 Sep 1994, Jeff Teker Fink wrote:
> > > 
> > > > are set to 0 (like a new character).  What you might want to do is stop the
> > > > d->character->player.time.logon from getting set at load time, and make it
> > > > set just at save time.  Since players get saved before they enter the game,
> > > > their time should be set right by the time they get in.
> > > > 
> > > > -Jeff
> > > > 
> > > Why would you need to save a player at login? Nothing's been accomplished...
> > 
> > Sure something has been accomplished.  The player has read the message of 
> > the day.  I believe the original message was tyring to figure out a way 
> > to display a daily message to a user only if they haven't seen it yet. 
> > 
> Uh, correct me if I'm wrong, but Jeff says that RIGHT NOW, the way the 
> code is at this MOMENT, it saves a player when entering AND when leaving 
> the game. Now, why would it do this? Sure the player has read the message 
> of the day but I think you missed my point. The point is, what is the 
> need for saving a player when you enter and leave a game? Leaving 
> sure...but entering?!?! There is NO code for whether the MOTD has been 
> read or not in there yet...

Alright.  I haven't looked to check, but it makes sense to me to save 
upon entry simply for the purpose of charging rent.  Things that change 
when you enter the game: 

1.  You are charged for rent.
2.  The time left on the effect flags (spells and such) is updated.
3.  Your HP, MANA and MOVE may also be updated.

Is that reason enough to save?  I would have to check to verify that all 
of this happens upon entry, but I am pretty sure it does.

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