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Comparing deliantra/server/common/object.C (file contents):
Revision 1.303 by root, Tue Nov 10 04:38:45 2009 UTC vs.
Revision 1.308 by root, Sun Nov 29 17:26:28 2009 UTC

77 CALL_CALL ("cf::write_uuid", G_DISCARD); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 78 CALL_END;
79} 79}
80 80
81static void 81static void
82read_uuid (void) 82read_uuid ()
83{ 83{
84 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
85 85
86 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87 87
687 tail = new_link; 687 tail = new_link;
688 } 688 }
689 } 689 }
690 } 690 }
691 691
692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate (); 692 dst->activate ();
696} 693}
697 694
698void 695void
699object::instantiate () 696object::instantiate ()
700{ 697{
701 if (!uuid.seq) // HACK 698 if (!uuid.seq) // HACK
702 uuid = UUID::gen (); 699 uuid = UUID::gen ();
703 700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = - speed - rndm (); // TODO animation
704 else
704 speed_left = -0.1f; 705 speed_left = -1.;
706
705 /* copy the body_info to the body_used - this is only really 707 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything. 708 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting 709 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created 710 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped. 711 * for it, they can be properly equipped.
717object * 719object *
718object::clone () 720object::clone ()
719{ 721{
720 object *neu = create (); 722 object *neu = create ();
721 copy_to (neu); 723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = - neu->speed - rndm (); // TODO animation
728
722 neu->map = map; // not copied by copy_to 729 neu->map = map; // not copied by copy_to
723 return neu; 730 return neu;
724} 731}
725 732
726/* 733/*
845{ 852{
846 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
847 854
848 //expmul = 1.0; declared const for the time being 855 //expmul = 1.0; declared const for the time being
849 face = blank_face; 856 face = blank_face;
850 material = &material_null; 857 material = MATERIAL_NULL;
851} 858}
852 859
853object::~object () 860object::~object ()
854{ 861{
855 unlink (); 862 unlink ();
1126 1133
1127 above = 0; 1134 above = 0;
1128 below = 0; 1135 below = 0;
1129 env = 0; 1136 env = 0;
1130 1137
1131 /* NO_FIX_PLAYER is set when a great many changes are being 1138 if (pl && pl->is_player ())
1132 * made to players inventory. If set, avoiding the call
1133 * to save cpu time.
1134 */
1135 if (pl)
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 { 1139 {
1138 pl->update_stats (); 1140 pl->contr->queue_stats_update ();
1139 1141
1140 if (glow_radius && pl->is_on_map ()) 1142 if (glow_radius && pl->is_on_map ())
1141 update_all_los (pl->map, pl->x, pl->y); 1143 update_all_los (pl->map, pl->x, pl->y);
1142 } 1144 }
1143 } 1145 }
1144 else if (map) 1146 else if (map)
1145 { 1147 {
1146 map->dirty = true; 1148 map->dirty = true;
1147 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1552 1554
1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1554 if (tmp->arch->archname == archname) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1555 tmp->destroy (); 1557 tmp->destroy ();
1556 1558
1557 object *tmp = arch_to_object (archetype::find (archname)); 1559 object *tmp = archetype::find (archname)->instance ();
1558 1560
1559 tmp->x = op->x; 1561 tmp->x = op->x;
1560 tmp->y = op->y; 1562 tmp->y = op->y;
1561 1563
1562 insert_ob_in_map (tmp, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1738 if (op->glow_radius && is_on_map ()) 1740 if (op->glow_radius && is_on_map ())
1739 { 1741 {
1740 update_stats (); 1742 update_stats ();
1741 update_all_los (map, x, y); 1743 update_all_los (map, x, y);
1742 } 1744 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1745 else if (is_player ())
1744 // if this is a player's inventory, update stats 1746 // if this is a player's inventory, update stats
1745 update_stats (); 1747 contr->queue_stats_update ();
1746 1748
1747 INVOKE_OBJECT (INSERT, this); 1749 INVOKE_OBJECT (INSERT, this);
1748 1750
1749 return op; 1751 return op;
1750} 1752}

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