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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC

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);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
482{ 482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 485
486 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
487 *(object_pod *)dst = *this;
488 487
489 if (self || cb) 488 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
491 490
492 if (is_freed) 491 if (is_freed)
1506 1505
1507object * 1506object *
1508decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1509{ 1508{
1510 object *tmp; 1509 object *tmp;
1511 player *pl;
1512 1510
1513 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1512 return op;
1515 1513
1516 if (i > op->nrof) 1514 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1527 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1528 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1529 * and then searching the map for a player.
1532 */ 1530 */
1533 if (!tmp) 1531 if (!tmp)
1534 { 1532 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1533 if (pl->ob->container == op->env)
1537 { 1534 {
1538 tmp = pl->ob; 1535 tmp = pl->ob;
1539 break; 1536 break;
1540 } 1537 }
1541 }
1542 1538
1543 if (i < op->nrof) 1539 if (i < op->nrof)
1544 { 1540 {
1545 sub_weight (op->env, op->weight * i); 1541 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1542 op->nrof -= i;

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