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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.77 by root, Thu Dec 21 23:37:05 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
467 } 467 }
468 468
469 op->key_values = 0; 469 op->key_values = 0;
470} 470}
471 471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 472/*
515 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
524{ 482{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 485
528 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530 487
531 if (self || cb) 488 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 490
534 if (is_freed) 491 if (is_freed)
1012 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 971 * to save cpu time.
1015 */ 972 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 974 otmp->update_stats ();
1018 975
1019 if (above != NULL) 976 if (above != NULL)
1020 above->below = below; 977 above->below = below;
1021 else 978 else
1022 env->inv = below; 979 env->inv = below;
1548 1505
1549object * 1506object *
1550decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1551{ 1508{
1552 object *tmp; 1509 object *tmp;
1553 player *pl;
1554 1510
1555 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1512 return op;
1557 1513
1558 if (i > op->nrof) 1514 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1527 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1528 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1529 * and then searching the map for a player.
1574 */ 1530 */
1575 if (!tmp) 1531 if (!tmp)
1576 { 1532 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1533 if (pl->ob->container == op->env)
1579 { 1534 {
1580 tmp = pl->ob; 1535 tmp = pl->ob;
1581 break; 1536 break;
1582 } 1537 }
1583 }
1584 1538
1585 if (i < op->nrof) 1539 if (i < op->nrof)
1586 { 1540 {
1587 sub_weight (op->env, op->weight * i); 1541 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1542 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1678 add_weight (this, (op->weight + op->carrying));
1725 1679
1726 otmp = this->in_player (); 1680 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1681 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1683 otmp->update_stats ();
1730 1684
1731 op->map = 0; 1685 op->map = 0;
1732 op->env = this; 1686 op->env = this;
1733 op->above = 0; 1687 op->above = 0;
1734 op->below = 0; 1688 op->below = 0;

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