--- deliantra/server/common/object.C 2006/12/18 02:35:00 1.68 +++ deliantra/server/common/object.C 2006/12/20 09:14:21 1.74 @@ -223,7 +223,6 @@ if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) SET_FLAG (ob2, FLAG_BEEN_APPLIED); - if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () || ob1->arch != ob2->arch || ob1->name != ob2->name @@ -355,21 +354,6 @@ } /* - * Eneq(@csd.uu.se): Since we can have items buried in a character we need - * a better check. We basically keeping traversing up until we can't - * or find a player. - */ - -object * -is_player_inv (object *op) -{ - for (; op != NULL && op->type != PLAYER; op = op->env) - if (op->env == op) - op->env = NULL; - return op; -} - -/* * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. * Some error messages. * The result of the dump is stored in the static global errmsg array. @@ -1058,7 +1042,7 @@ * made to players inventory. If set, avoiding the call * to save cpu time. */ - if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) + if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) fix_player (otmp); if (above != NULL) @@ -1139,7 +1123,7 @@ tmp->container = 0; } - tmp->contr->socket->update_look = 1; + tmp->contr->socket->floorbox_update (); } /* See if player moving off should effect something */ @@ -1486,7 +1470,7 @@ if (!(flag & INS_MAP_LOAD)) for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) if (tmp->type == PLAYER) - tmp->contr->socket->update_look = 1; + tmp->contr->socket->floorbox_update (); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really @@ -1504,7 +1488,7 @@ update_object (op, UP_OBJ_INSERT); /* Don't know if moving this to the end will break anything. However, - * we want to have update_look set above before calling this. + * we want to have floorbox_update called before calling this. * * check_move_on() must be after this because code called from * check_move_on() depends on correct map flags (so functions like @@ -1617,12 +1601,12 @@ if (QUERY_FLAG (op, FLAG_REMOVED)) op->nrof -= i; - else if (op->env != NULL) + else if (op->env) { /* is this object in the players inventory, or sub container * therein? */ - tmp = is_player_inv (op->env); + tmp = op->in_player (); /* nope. Is this a container the player has opened? * If so, set tmp to that player. * IMO, searching through all the players will mostly @@ -1633,11 +1617,10 @@ { for (pl = first_player; pl; pl = pl->next) if (pl->ob->container == op->env) - break; - if (pl) - tmp = pl->ob; - else - tmp = NULL; + { + tmp = pl->ob; + break; + } } if (i < op->nrof) @@ -1645,18 +1628,14 @@ sub_weight (op->env, op->weight * i); op->nrof -= i; if (tmp) - { - esrv_send_item (tmp, op); - } + esrv_send_item (tmp, op); } else { op->remove (); op->nrof = 0; if (tmp) - { - esrv_del_item (tmp->contr, op->count); - } + esrv_del_item (tmp->contr, op->count); } } else @@ -1672,7 +1651,7 @@ } /* Since we just removed op, op->above is null */ - for (tmp = above; tmp != NULL; tmp = tmp->above) + for (tmp = above; tmp; tmp = tmp->above) if (tmp->type == PLAYER) { if (op->nrof) @@ -1687,7 +1666,7 @@ else { op->destroy (); - return NULL; + return 0; } } @@ -1785,15 +1764,15 @@ else add_weight (this, (op->weight + op->carrying)); - otmp = is_player_inv (this); + otmp = this->in_player (); if (otmp && otmp->contr) if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) fix_player (otmp); - op->map = NULL; + op->map = 0; op->env = this; - op->above = NULL; - op->below = NULL; + op->above = 0; + op->below = 0; op->x = 0, op->y = 0; /* reset the light list and los of the players on the map */ @@ -2140,11 +2119,13 @@ * to only the spaces immediately surrounding the target area, and * won't look 2 spaces south of the target space. */ - else if ((flag & AB_NO_PASS) && maxfree[i] < stop) + else if ((flag & P_NO_PASS) && maxfree[i] < stop) stop = maxfree[i]; } + if (!index) return -1; + return altern[RANDOM () % index]; }