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Comparing deliantra/server/common/object.C (file contents):
Revision 1.173 by root, Sat Aug 4 22:23:47 2007 UTC vs.
Revision 1.175 by root, Fri Aug 10 01:47:52 2007 UTC

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 != this)
1101 {
1102 /* If a container that the player is currently using somehow gets
1103 * removed (most likely destroyed), update the player view
1104 * appropriately.
1105 */
1106 if (tmp->container == this)
1107 {
1108 flag [FLAG_APPLIED] = 0;
1109 tmp->container = 0;
1110 }
1111
1112 if (tmp->contr->ns)
1113 tmp->contr->ns->floorbox_update ();
1114 }
1115 1111
1116 /* See if object moving off should effect something */ 1112 /* See if object moving off should effect something */
1117 if (check_walk_off 1113 if (check_walk_off
1118 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1119 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1430 /* 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
1431 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1432 */ 1428 */
1433 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = ms.player ()) 1430 if (object *pl = ms.player ())
1435 if (pl->contr->ns)
1436 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1437 1432
1438 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1439 * 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
1440 * 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
1441 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well

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