… | |
… | |
1089 | if (map->in_memory == MAP_SAVING) |
1089 | if (map->in_memory == MAP_SAVING) |
1090 | return; |
1090 | return; |
1091 | |
1091 | |
1092 | int check_walk_off = !flag [FLAG_NO_APPLY]; |
1092 | int check_walk_off = !flag [FLAG_NO_APPLY]; |
1093 | |
1093 | |
|
|
1094 | if (object *pl = ms.player ()) |
|
|
1095 | { |
|
|
1096 | if (pl->container == this) |
|
|
1097 | /* If a container that the player is currently using somehow gets |
|
|
1098 | * removed (most likely destroyed), update the player view |
|
|
1099 | * appropriately. |
|
|
1100 | */ |
|
|
1101 | pl->close_container (); |
|
|
1102 | |
|
|
1103 | pl->contr->ns->floorbox_update (); |
|
|
1104 | } |
|
|
1105 | |
1094 | for (tmp = ms.bot; tmp; tmp = tmp->above) |
1106 | for (tmp = ms.bot; tmp; tmp = tmp->above) |
1095 | { |
1107 | { |
1096 | /* No point updating the players look faces if he is the object |
1108 | /* No point updating the players look faces if he is the object |
1097 | * being removed. |
1109 | * being removed. |
1098 | */ |
1110 | */ |
1099 | |
|
|
1100 | if (tmp->type == PLAYER && tmp->container == this) |
|
|
1101 | /* If a container that the player is currently using somehow gets |
|
|
1102 | * removed (most likely destroyed), update the player view |
|
|
1103 | * appropriately. |
|
|
1104 | */ |
|
|
1105 | tmp->close_container (); |
|
|
1106 | |
1111 | |
1107 | /* See if object moving off should effect something */ |
1112 | /* See if object moving off should effect something */ |
1108 | if (check_walk_off |
1113 | if (check_walk_off |
1109 | && ((move_type & tmp->move_off) |
1114 | && ((move_type & tmp->move_off) |
1110 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1115 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
… | |
… | |
1421 | /* If we have a floor, we know the player, if any, will be above |
1426 | /* If we have a floor, we know the player, if any, will be above |
1422 | * it, so save a few ticks and start from there. |
1427 | * it, so save a few ticks and start from there. |
1423 | */ |
1428 | */ |
1424 | if (!(flag & INS_MAP_LOAD)) |
1429 | if (!(flag & INS_MAP_LOAD)) |
1425 | if (object *pl = ms.player ()) |
1430 | if (object *pl = ms.player ()) |
1426 | if (pl->contr->ns) |
|
|
1427 | pl->contr->ns->floorbox_update (); |
1431 | pl->contr->ns->floorbox_update (); |
1428 | |
1432 | |
1429 | /* If this object glows, it may affect lighting conditions that are |
1433 | /* If this object glows, it may affect lighting conditions that are |
1430 | * visible to others on this map. But update_all_los is really |
1434 | * visible to others on this map. But update_all_los is really |
1431 | * an inefficient way to do this, as it means los for all players |
1435 | * an inefficient way to do this, as it means los for all players |
1432 | * on the map will get recalculated. The players could very well |
1436 | * on the map will get recalculated. The players could very well |