Esempio n. 1
0
// quit implements the 'QUIT' command.
//
// quit extracts a player from the world cleanly. If the player's location is
// not crowded it also announces their departure - in a crowded location their
// departure will go unnoticed.
func (p *Player) quit(cmd *command.Command) (handled bool) {
	log.Printf("%s is quiting", p.Name())
	p.quitting = true
	p.dropInventory(cmd)

	l := p.Locate()

	if !l.Crowded() {
		cmd.Broadcast([]thing.Interface{p}, "%s gives a strangled cry of 'Bye Bye', and then slowly fades away and is gone.", p.Name())
	}

	cmd.Flush()

	l.Remove(p)
	PlayerList.Remove(p)

	return true
}
Esempio n. 2
0
// parseStage2 is called by Parse to take advantage of defer unwinding. By
// splitting the parsing we can easily obtain the locks we want and defer the
// unlocking. This makes both Parse and parseStage2 very simple.
func (p *Player) parseStage2(cmd *command.Command) (retry bool) {
	for _, l := range cmd.Locks {
		l.Lock()
		defer l.Unlock()
	}

	// If player moved before we locked we need to retry
	if !cmd.CanLock(p.Locate()) {
		return true
	}

	handled := p.Process(cmd)
	retry = cmd.LocksModified()

	if !handled && !retry {
		cmd.Respond("[RED]Eh?")
	}

	if !retry {
		cmd.Flush()
	}

	return
}