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path: root/internal/game/core_login_char.go
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Diffstat (limited to 'internal/game/core_login_char.go')
-rw-r--r--internal/game/core_login_char.go21
1 files changed, 19 insertions, 2 deletions
diff --git a/internal/game/core_login_char.go b/internal/game/core_login_char.go
index f0d6863..dec6dae 100644
--- a/internal/game/core_login_char.go
+++ b/internal/game/core_login_char.go
@@ -41,8 +41,8 @@ func (g *Game) handleNewCharName(sess *net.Session, input string) {
}
p := player.New(name)
- p.RoomID = 1
- p.Stats.RecordRoomVisit(1)
+ p.RoomID = 1001
+ p.Stats.RecordRoomVisit(1001)
if err := g.AccountStore.SaveCharacter(p); err != nil {
sess.WriteLine(fmt.Sprintf("Error creating character: %v", err))
@@ -101,6 +101,23 @@ func (g *Game) connectCharacter(sess *net.Session, name string) {
g.doLook(sess)
g.checkAggro(sess)
+
+ // Resume an interrupted on_enter cutscene (e.g. disconnected mid-sequence).
+ // Only fires when a persisted marker matches the room the player is in, so
+ // ordinary on_enter scripts never run on login.
+ if p.CutsceneRoom != 0 {
+ if p.CutsceneRoom == p.RoomID {
+ g.runEnterSteps(sess, p.RoomID)
+ }
+ g.enterMu.Lock()
+ _, active := g.enterSeqs[p.Name]
+ g.enterMu.Unlock()
+ if !active {
+ p.CutsceneRoom = 0
+ g.AccountStore.SaveCharacter(p)
+ }
+ }
+
sess.Write("\r\n> ")
}