… | |
… | |
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 | |
698 | void |
695 | void |
699 | object::instantiate () |
696 | object::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 = -rndm (); // TODO animation |
|
|
704 | else |
704 | speed_left = -0.1f; |
705 | speed_left = -speed; |
|
|
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. |
… | |
… | |
717 | object * |
719 | object * |
718 | object::clone () |
720 | object::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 = -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 | /* |
… | |
… | |
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 (); |
… | |
… | |
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 | } |