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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.71 by elmex, Tue Dec 19 13:41:45 2006 UTC

220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 225
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 228 || ob1->name != ob2->name
230 || ob1->title != ob2->title 229 || ob1->title != ob2->title
1137 { 1136 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1139 tmp->container = 0; 1138 tmp->container = 0;
1140 } 1139 }
1141 1140
1142 tmp->contr->socket->update_look = 1; 1141 tmp->contr->socket->floorbox_update ();
1143 } 1142 }
1144 1143
1145 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1146 if (check_walk_off 1145 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1146 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1148 {
1150 move_apply (tmp, this, 0); 1149 move_apply (tmp, this, 0, false);
1151 1150
1152 if (destroyed ()) 1151 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1153 }
1155 1154
1484 * it, so save a few ticks and start from there. 1483 * it, so save a few ticks and start from there.
1485 */ 1484 */
1486 if (!(flag & INS_MAP_LOAD)) 1485 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER) 1487 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1; 1488 tmp->contr->socket->floorbox_update ();
1490 1489
1491 /* If this object glows, it may affect lighting conditions that are 1490 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1491 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1492 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1493 * on the map will get recalculated. The players could very well
1502 1501
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1503 update_object (op, UP_OBJ_INSERT);
1505 1504
1506 /* Don't know if moving this to the end will break anything. However, 1505 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1506 * we want to have floorbox_update called before calling this.
1508 * 1507 *
1509 * check_move_on() must be after this because code called from 1508 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1509 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1510 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1511 * update_object().
1919 1918
1920 /* Basically same logic as above, except now for actual apply. */ 1919 /* Basically same logic as above, except now for actual apply. */
1921 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1920 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1921 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1923 { 1922 {
1924 move_apply (tmp, op, originator); 1923 move_apply (tmp, op, originator, true);
1925 1924
1926 if (op->destroyed ()) 1925 if (op->destroyed ())
1927 return 1; 1926 return 1;
1928 1927
1929 /* what the person/creature stepped onto has moved the object 1928 /* what the person/creature stepped onto has moved the object

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