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Comparing deliantra/server/server/time.C (file contents):
Revision 1.65 by root, Mon Aug 27 05:40:57 2007 UTC vs.
Revision 1.72 by root, Thu Nov 8 19:43:29 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* 24/*
25 * Routines that is executed from objects based on their speed have been 25 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 26 * collected in this file.
34 * so those will be removed shortly (in a cascade like fashion.) 34 * so those will be removed shortly (in a cascade like fashion.)
35 */ 35 */
36void 36void
37remove_door (object *op) 37remove_door (object *op)
38{ 38{
39 for (int i = 1; i < SIZEOFFREE1 + 1; i += 2)
40 {
41 object *tmp;
42 mapxy pos (op);
43 pos.move (i);
44 if (pos.normalise ()
45 && (tmp = present (DOOR, pos.m, pos.x, pos.y)))
46 {
47 tmp->set_speed (0.1f);
48 tmp->speed_left = -0.2f;
49 }
50 }
51
52 if (op->other_arch)
53 {
54 object *tmp = arch_to_object (op->other_arch);
55 tmp->x = op->x;
56 tmp->y = op->y;
57 tmp->map = op->map;
58 tmp->level = op->level;
59 insert_ob_in_map (tmp, op->map, op, 0);
60 }
61
62 op->destroy ();
63}
64
65void
66remove_door2 (object *op)
67{
39 int i; 68 int i;
40 object *tmp; 69 object *tmp;
41 70
42 for (i = 1; i < 9; i += 2) 71 for (i = 1; i < 9; i += 2)
72 {
43 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 73 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
44 { 74 if (tmp && tmp->slaying == op->slaying)
75 { /* same key both doors */
45 tmp->set_speed (0.1f); 76 tmp->set_speed (0.1f);
46 tmp->speed_left = -0.2f; 77 tmp->speed_left = -0.2f;
47 } 78 }
79 }
48 80
49 if (op->other_arch) 81 if (op->other_arch)
50 { 82 {
51 tmp = arch_to_object (op->other_arch); 83 tmp = arch_to_object (op->other_arch);
52 tmp->x = op->x; 84 tmp->x = op->x;
58 90
59 op->destroy (); 91 op->destroy ();
60} 92}
61 93
62void 94void
63remove_door2 (object *op)
64{
65 int i;
66 object *tmp;
67
68 for (i = 1; i < 9; i += 2)
69 {
70 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
71 if (tmp && tmp->slaying == op->slaying)
72 { /* same key both doors */
73 tmp->set_speed (0.1f);
74 tmp->speed_left = -0.2f;
75 }
76 }
77
78 if (op->other_arch)
79 {
80 tmp = arch_to_object (op->other_arch);
81 tmp->x = op->x;
82 tmp->y = op->y;
83 tmp->map = op->map;
84 tmp->level = op->level;
85 insert_ob_in_map (tmp, op->map, op, 0);
86 }
87
88 op->destroy ();
89}
90
91void
92generate_monster (object *gen) 95generate_monster (object *gen)
93{ 96{
94 if (!gen->map) 97 if (!gen->map)
95 return; 98 return;
96 99
97 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 100 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
98 return; 101 return;
99 102
100 object *op; 103 object *op;
101 int i; 104 int dir;
102 105
103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 106 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
104 { 107 {
105 // either copy one item from the inventory... 108 // either copy one item from the inventory...
106 if (!gen->inv) 109 if (!gen->inv)
110 int index = 0; 113 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below) 114 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index)) 115 if (!rndm (++index))
113 op = tmp; 116 op = tmp;
114 117
115 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9); 118 dir = find_free_spot (op, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
116 if (i < 0) 119 if (dir < 0)
117 return; 120 return;
118 121
119 op = object_create_clone (op); 122 op = object_create_clone (op);
120 123
121 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE); 124 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
122 unflag_inv (op, FLAG_IS_A_TEMPLATE); 125 unflag_inv (op, FLAG_IS_A_TEMPLATE);
123 } 126 }
124 else if (gen->other_arch) 127 else if (gen->other_arch)
125 { 128 {
126 // ...or use other_arch 129 // ...or use other_arch
127 i = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, 9); 130 dir = find_free_spot (gen->other_arch, gen->map, gen->x, gen->y, 1, SIZEOFFREE1 + 1);
128 if (i < 0) 131 if (dir < 0)
129 return; 132 return;
130 133
131 op = arch_to_object (gen->other_arch); 134 op = arch_to_object (gen->other_arch);
132 } 135 }
133 else 136 else
134 return; 137 return;
135 138
136 op->expand_tail (); 139 op->expand_tail ();
137 140
138 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i])) 141 mapxy pos (gen); pos.move (dir);
142
143 if (pos.insert (op, gen))
139 { 144 {
140 if (rndm (0, 9)) 145 if (rndm (0, 9))
141 generate_artifact (op, gen->map->difficulty); 146 generate_artifact (op, gen->map->difficulty);
142 147
143 if (op->has_random_items ()) 148 if (op->has_random_items ())
295 } 300 }
296 else 301 else
297 { /* The gate is still going up */ 302 { /* The gate is still going up */
298 op->stats.wc++; 303 op->stats.wc++;
299 304
300 if ((int) op->stats.wc >= (NUM_ANIMATIONS (op))) 305 if (op->stats.wc >= NUM_ANIMATIONS (op))
301 op->stats.wc = (signed char) NUM_ANIMATIONS (op) - 1; 306 op->stats.wc = NUM_ANIMATIONS (op) - 1;
302 307
303 /* If there is something on top of the gate, we try to roll it off. 308 /* If there is something on top of the gate, we try to roll it off.
304 * If a player/monster, we don't roll, we just hit them with damage 309 * If a player/monster, we don't roll, we just hit them with damage
305 */ 310 */
306 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 311 if (op->stats.wc >= NUM_ANIMATIONS (op) / 2)
307 { 312 {
308 /* Halfway or further, check blocks */ 313 /* Halfway or further, check blocks */
309 /* First, get the top object on the square. */ 314 /* First, get the top object on the square. */
310 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above) 315 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
311 ; 316 ;
325 * off the gate. 330 * off the gate.
326 */ 331 */
327 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL))) 332 else if (!QUERY_FLAG (tmp, FLAG_ALIVE) && (!QUERY_FLAG (tmp, FLAG_NO_PICK) || QUERY_FLAG (tmp, FLAG_CAN_ROLL)))
328 { 333 {
329 /* If it has speed, it should move itself, otherwise: */ 334 /* If it has speed, it should move itself, otherwise: */
330 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 335 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
331 336
332 /* If there is a free spot, move the object someplace */ 337 /* If there is a free spot, move the object someplace */
333 if (i != -1) 338 if (i > 0)
334 { 339 {
340 mapxy pos (tmp);
341 pos.move (i);
342 if (pos.normalise ())
335 tmp->remove (); 343 tmp->move_to (pos);
336 tmp->x += freearr_x[i], tmp->y += freearr_y[i];
337 insert_ob_in_map (tmp, op->map, op, 0);
338 } 344 }
339 } 345 }
340 } 346 }
341 347
342 /* See if there is still anything blocking the gate */ 348 /* See if there is still anything blocking the gate */
403 int last = op->value; 409 int last = op->value;
404 int detected; 410 int detected;
405 411
406 detected = 0; 412 detected = 0;
407 413
408 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && !detected; tmp = tmp->above) 414 for (tmp = op->ms ().bot; tmp && !detected; tmp = tmp->above)
409 { 415 {
410 object *tmp2; 416 object *tmp2;
411 417
412 if (op->stats.hp) 418 if (op->stats.hp)
413 { 419 {
455 op->value = 1; 461 op->value = 1;
456 push_button (op); 462 push_button (op);
457 } 463 }
458 } 464 }
459} 465}
460
461 466
462void 467void
463animate_trigger (object *op) 468animate_trigger (object *op)
464{ 469{
465 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op)) 470 if ((unsigned char) ++op->stats.wc >= NUM_ANIMATIONS (op))
497 502
498 SET_ANIMATION (op, op->stats.wc); 503 SET_ANIMATION (op, op->stats.wc);
499 update_object (op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
500 return; 505 return;
501 } 506 }
507
502 /* We're closing */ 508 /* We're closing */
503 op->move_on = 0; 509 op->move_on = 0;
504 510
505 op->stats.wc++; 511 op->stats.wc++;
506 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 512 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
647/* Move an arrow along its course. op is the arrow or thrown object. 653/* Move an arrow along its course. op is the arrow or thrown object.
648 */ 654 */
649void 655void
650move_arrow (object *op) 656move_arrow (object *op)
651{ 657{
652 object *tmp;
653 sint16 new_x, new_y;
654 int was_reflected, mflags; 658 int was_reflected;
655 maptile *m;
656 659
657 if (op->map == NULL) 660 if (!op->map)
658 { 661 {
659 LOG (llevError, "BUG: Arrow had no map.\n"); 662 LOG (llevError, "BUG: Arrow had no map.\n");
660 op->destroy (); 663 op->destroy ();
661 return; 664 return;
662 } 665 }
692 stop_arrow (op); 695 stop_arrow (op);
693 return; 696 return;
694 } 697 }
695 698
696 /* Calculate target map square */ 699 /* Calculate target map square */
697 new_x = op->x + DIRX (op);
698 new_y = op->y + DIRY (op);
699 was_reflected = 0; 700 was_reflected = 0;
700 701
701 m = op->map; 702 mapxy pos (op); pos.move (op->direction);
702 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
703 703
704 if (mflags & P_OUT_OF_MAP) 704 if (!pos.normalise ())
705 { 705 {
706 stop_arrow (op); 706 stop_arrow (op);
707 return; 707 return;
708 } 708 }
709 709
710 /* only need to look for living creatures if this flag is set */ 710 /* only need to look for living creatures if this flag is set */
711 if (mflags & P_IS_ALIVE) 711 if (pos->flags () & P_IS_ALIVE)
712 { 712 {
713 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 713 object *tmp;
714
715 for (tmp = pos->bot; tmp; tmp = tmp->above)
714 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 716 if (QUERY_FLAG (tmp, FLAG_ALIVE))
715 break; 717 break;
716 718
717 /* Not really fair, but don't let monsters hit themselves with 719 /* Not really fair, but don't let monsters hit themselves with
718 * their own arrow - this can be because they fire it then 720 * their own arrow - this can be because they fire it then
741 return; 743 return;
742 } 744 }
743 } /* if this is not hitting its owner */ 745 } /* if this is not hitting its owner */
744 } /* if there is something alive on this space */ 746 } /* if there is something alive on this space */
745 747
746 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 748 if (OB_TYPE_MOVE_BLOCK (op, pos->move_block))
747 { 749 {
748 int retry = 0; 750 int retry = 0;
749 751
750 /* if the object doesn't reflect, stop the arrow from moving 752 /* if the object doesn't reflect, stop the arrow from moving
751 * note that this code will now catch cases where a monster is 753 * note that this code will now catch cases where a monster is
764 if (op->direction & 1) 766 if (op->direction & 1)
765 { 767 {
766 op->direction = absdir (op->direction + 4); 768 op->direction = absdir (op->direction + 4);
767 retry = 1; 769 retry = 1;
768 } 770 }
771
769 /* There were two blocks with identical code - 772 /* There were two blocks with identical code -
770 * use this retry here to make this one block 773 * use this retry here to make this one block
771 * that did the same thing. 774 * that did the same thing.
772 */ 775 */
773 while (retry < 2) 776 while (retry < 2)
774 { 777 {
775 int left, right, mflags;
776 maptile *m1;
777 sint16 x1, y1;
778
779 retry++; 778 retry++;
780 779
781 /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling 780 /* Need to check for P_OUT_OF_MAP: if the arrow is travelling
782 * over a corner in a tiled map, it is possible that 781 * over a corner in a tiled map, it is possible that
783 * op->direction is within an adjacent map but either 782 * op->direction is within an adjacent map but either
784 * op->direction-1 or op->direction+1 does not exist. 783 * op->direction-1 or op->direction+1 does not exist.
785 */ 784 */
786 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction - 1)], 785 mapxy pos1 (pos); pos1.move (absdir (op->direction - 1));
787 op->y + freearr_y[absdir (op->direction - 1)], &x1, &y1); 786 bool left = pos1.normalise () && OB_TYPE_MOVE_BLOCK (op, pos1->move_block);
788 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
789 787
790 mflags = get_map_flags (op->map, &m1, op->x + freearr_x[absdir (op->direction + 1)], 788 mapxy pos2 (pos); pos2.move (absdir (op->direction + 1));
791 op->y + freearr_y[absdir (op->direction + 1)], &x1, &y1); 789 bool right = pos2.normalise () && OB_TYPE_MOVE_BLOCK (op, pos2->move_block);
792 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, (GET_MAP_MOVE_BLOCK (m1, x1, y1)));
793 790
794 if (left == right) 791 if (left == right)
795 op->direction = absdir (op->direction + 4); 792 op->direction = absdir (op->direction + 4);
796 else if (left) 793 else if (left)
797 op->direction = absdir (op->direction + 2); 794 op->direction = absdir (op->direction + 2);
798 else if (right) 795 else if (right)
799 op->direction = absdir (op->direction - 2); 796 op->direction = absdir (op->direction - 2);
800 797
801 mflags = get_map_flags (op->map, &m1, op->x + DIRX (op), op->y + DIRY (op), &x1, &y1);
802
803 /* If this space is not out of the map and not blocked, valid space - 798 /* If this space is not out of the map and not blocked, valid space -
804 * don't need to retry again. 799 * don't need to retry again.
805 */ 800 */
806 if (!(mflags & P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m1, x1, y1))) 801 mapxy pos3 (pos); pos3.move (op->direction);
802 if (pos3.normalise () && !OB_TYPE_MOVE_BLOCK (op, pos3->move_block))
807 break; 803 break;
808
809 } 804 }
805
810 /* Couldn't find a direction to move the arrow to - just 806 /* Couldn't find a direction to move the arrow to - just
811 * top it from moving. 807 * stop it from moving.
812 */ 808 */
813 if (retry == 2) 809 if (retry == 2)
814 { 810 {
815 stop_arrow (op); 811 stop_arrow (op);
816 return; 812 return;
817 } 813 }
814
818 /* update object image for new facing */ 815 /* update object image for new facing */
819 /* many thrown objects *don't* have more than one face */ 816 /* many thrown objects *don't* have more than one face */
820 if (GET_ANIM_ID (op)) 817 if (GET_ANIM_ID (op))
821 SET_ANIMATION (op, op->direction); 818 SET_ANIMATION (op, op->direction);
822 } /* object is reflected */ 819 } /* object is reflected */
823 } /* object ran into a wall */ 820 } /* object ran into a wall */
824 821
825 /* Move the arrow. */
826 op->remove ();
827 op->x = new_x;
828 op->y = new_y;
829
830 /* decrease the speed as it flies. 0.05 means a standard bow will shoot 822 /* decrease the speed as it flies. 0.05 means a standard bow will shoot
831 * about 17 squares. Tune as needed. 823 * about 17 squares. Tune as needed.
832 */ 824 */
833 op->speed -= 0.05; 825 op->speed -= 0.05;
834 insert_ob_in_map (op, m, op, 0);
835}
836 826
837/* This routine doesnt seem to work for "inanimate" objects that 827 /* Move the arrow. */
838 * are being carried, ie a held torch leaps from your hands!. 828 op->move_to (pos);
839 * Modified this routine to allow held objects. b.t. */ 829}
840 830
841void 831void
842change_object (object *op) 832change_object (object *op)
843{ /* Doesn`t handle linked objs yet */ 833{ /* Doesn`t handle linked objs yet */
844 int i, j; 834 int i, j;
845 835
846 if (op->other_arch == NULL) 836 if (!op->other_arch)
847 { 837 {
848 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 838 LOG (llevError, "Change object (%s) without other_arch error.\n", op->debug_desc ());
849 return; 839 return;
850 } 840 }
851 841
852 /* In non-living items only change when food value is 0 */ 842 /* In non-living items only change when food value is 0 */
853 if (!QUERY_FLAG (op, FLAG_ALIVE)) 843 if (!QUERY_FLAG (op, FLAG_ALIVE))
854 { 844 {
855 if (op->stats.food-- > 0) 845 if (op->stats.food-- > 0)
856 return; 846 return;
857 else 847
858 op->stats.food = 1; /* so 1 other_arch is made */ 848 op->stats.food = 1; /* so 1 other_arch is made */
859 } 849 }
860 850
861 object *pl = op->in_player ();
862 object *env = op->env; 851 object *env = op->env;
863 852
864 op->remove (); 853 op->remove ();
865 for (i = 0; i < NROFNEWOBJS (op); i++) 854 for (i = 0; i < op->stats.food; i++)
866 { 855 {
867 object *tmp = arch_to_object (op->other_arch); 856 object *tmp = arch_to_object (op->other_arch);
868 857
869 if (op->type == LAMP) 858 if (op->type == LAMP)
870 tmp->stats.food = op->stats.food - 1; 859 tmp->stats.food = op->stats.food - 1;
871 860
872 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 861 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
873 if (env) 862 if (env)
874 { 863 {
875 tmp->x = env->x, tmp->y = env->y;
876 tmp = insert_ob_in_ob (tmp, env); 864 tmp = env->insert (tmp);
877 865
878 /* If this object is the players inventory, we need to tell the 866 /* If this object is the players inventory, we need to tell the
879 * client of the change. Insert_ob_in_map takes care of the 867 * client of the change. Insert_ob_in_map takes care of the
880 * updating the client, so we don't need to do that below. 868 * updating the client, so we don't need to do that below.
881 */ 869 */
882 if (pl) 870 if (object *pl = op->in_player ())
883 { 871 {
884 esrv_del_item (pl->contr, op->count); 872 esrv_del_item (pl->contr, op->count);
885 esrv_send_item (pl, tmp); 873 esrv_send_item (pl, tmp);
886 } 874 }
887 } 875 }
888 else 876 else
889 { 877 {
890 j = find_first_free_spot (tmp, op->map, op->x, op->y); 878 j = find_first_free_spot (tmp, op->map, op->x, op->y);
891 if (j == -1) /* No free spot */ 879 if (j < 0) /* No free spot */
892 tmp->destroy (); 880 tmp->destroy ();
893 else 881 else
894 { 882 {
895 tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; 883 mapxy pos (op); pos.move (j);
896 insert_ob_in_map (tmp, op->map, op, 0); 884
885 if (pos.normalise ())
886 pos.insert (tmp, op);
897 } 887 }
898 } 888 }
899 } 889 }
900 890
901 op->destroy (); 891 op->destroy ();
1219 new_ob = object_create_arch (creator->other_arch); 1209 new_ob = object_create_arch (creator->other_arch);
1220 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1210 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1221 } 1211 }
1222 1212
1223 /* Make sure this multipart object fits */ 1213 /* Make sure this multipart object fits */
1224 if (new_ob->arch->more && ob_blocked (new_ob, creator->map, creator->x, creator->y)) 1214 if (new_ob->arch->more && new_ob->blocked (creator->map, creator->x, creator->y))
1225 { 1215 {
1226 new_ob->destroy (); 1216 new_ob->destroy ();
1227 return; 1217 return;
1228 } 1218 }
1229 1219
1321 if (QUERY_FLAG (op, FLAG_APPLIED)) 1311 if (QUERY_FLAG (op, FLAG_APPLIED))
1322 remove_force (op); 1312 remove_force (op);
1323 else 1313 else
1324 { 1314 {
1325 /* If necessary, delete the item from the players inventory */ 1315 /* If necessary, delete the item from the players inventory */
1326 object *pl = op->in_player (); 1316 if (object *pl = op->in_player ())
1327
1328 if (pl)
1329 esrv_del_item (pl->contr, op->count); 1317 esrv_del_item (pl->contr, op->count);
1330 1318
1331 op->remove (); 1319 op->remove ();
1332 1320
1333 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE)) 1321 if (QUERY_FLAG (op, FLAG_SEE_ANYWHERE))

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