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Comparing deliantra/server/common/object.C (file contents):
Revision 1.217 by root, Wed Apr 23 07:13:23 2008 UTC vs.
Revision 1.219 by root, Wed Apr 23 21:09:10 2008 UTC

1026object::destroy (bool destroy_inventory) 1026object::destroy (bool destroy_inventory)
1027{ 1027{
1028 if (destroyed ()) 1028 if (destroyed ())
1029 return; 1029 return;
1030 1030
1031 if (!is_head () && !head->destroyed ())
1032 {
1033 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1034 head->destroy (destroy_inventory);
1035 }
1036
1031 destroy_inv (!destroy_inventory); 1037 destroy_inv (!destroy_inventory);
1032 1038
1033 if (is_head ()) 1039 if (is_head ())
1034 if (sound_destroy) 1040 if (sound_destroy)
1035 play_sound (sound_destroy); 1041 play_sound (sound_destroy);
1149 * removed (most likely destroyed), update the player view 1155 * removed (most likely destroyed), update the player view
1150 * appropriately. 1156 * appropriately.
1151 */ 1157 */
1152 pl->close_container (); 1158 pl->close_container ();
1153 1159
1160 //TODO: the floorbox prev/next might need updating
1154 esrv_del_item (pl, count); 1161 esrv_del_item (pl->contr, count);
1155 } 1162 }
1156 1163
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (tmp = ms.bot; tmp; tmp = tmp->above)
1158 { 1165 {
1159 /* No point updating the players look faces if he is the object 1166 /* No point updating the players look faces if he is the object
1285object * 1292object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1293insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1294{
1288 assert (!op->flag [FLAG_FREED]); 1295 assert (!op->flag [FLAG_FREED]);
1289 1296
1290 object *top, *floor = NULL;
1291
1292 op->remove (); 1297 op->remove ();
1293 1298
1294 /* Ideally, the caller figures this out. However, it complicates a lot 1299 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now 1300 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work 1301 * need extra work
1314 */ 1319 */
1315 if (op->nrof && !(flag & INS_NO_MERGE)) 1320 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1321 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 if (object::can_merge (op, tmp)) 1322 if (object::can_merge (op, tmp))
1318 { 1323 {
1324 // TODO: we atcually want to update tmp, not op,
1325 // but some caller surely breaks when we return tmp
1326 // from here :/
1319 op->nrof += tmp->nrof; 1327 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1328 tmp->destroy (1);
1321 } 1329 }
1322 1330
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1331 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1345 /* since *below* originator, no need to update top */ 1353 /* since *below* originator, no need to update top */
1346 originator->below = op; 1354 originator->below = op;
1347 } 1355 }
1348 else 1356 else
1349 { 1357 {
1358 object *top, *floor = NULL;
1359
1350 top = ms.bot; 1360 top = ms.bot;
1351 1361
1352 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1353 if (top) 1363 if (top)
1354 { 1364 {
1453 } 1463 }
1454 1464
1455 op->map->dirty = true; 1465 op->map->dirty = true;
1456 1466
1457 if (object *pl = ms.player ()) 1467 if (object *pl = ms.player ())
1468 //TODO: the floorbox prev/next might need updating
1458 esrv_send_item (pl, op); 1469 esrv_send_item (pl, op);
1459 1470
1460 /* If this object glows, it may affect lighting conditions that are 1471 /* If this object glows, it may affect lighting conditions that are
1461 * visible to others on this map. But update_all_los is really 1472 * visible to others on this map. But update_all_los is really
1462 * an inefficient way to do this, as it means los for all players 1473 * an inefficient way to do this, as it means los for all players

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