1 | /* |
1 | /* |
2 | * static char *rcsid_move_c = |
2 | * static char *rcsid_move_c = |
3 | * "$Id: move.C,v 1.2 2006/08/17 20:23:31 root Exp $"; |
3 | * "$Id: move.C,v 1.3 2006/08/29 07:34:00 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
135 | tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); |
135 | tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); |
136 | } |
136 | } |
137 | |
137 | |
138 | /* insert_ob_in_map will deal with any tiling issues */ |
138 | /* insert_ob_in_map will deal with any tiling issues */ |
139 | insert_ob_in_map(op, m, originator,0); |
139 | insert_ob_in_map(op, m, originator,0); |
140 | |
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141 | /* Hmmm. Should be possible for multispace players now */ |
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142 | if (op->type == TRANSPORT) { |
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143 | object *pl; |
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144 | |
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145 | for (pl=op->inv; pl; pl=pl->below) { |
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146 | if (pl->type == PLAYER) { |
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147 | pl->contr->do_los=1; |
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148 | pl->map = op->map; |
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149 | pl->x = op->x; |
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150 | pl->y = op->y; |
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151 | } |
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152 | } |
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153 | } |
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154 | |
140 | |
155 | return 1; /* this shouldn't be reached */ |
141 | return 1; /* this shouldn't be reached */ |
156 | } |
142 | } |
157 | |
143 | |
158 | |
144 | |