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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.304 by root, Tue Nov 10 16:29:20 2009 UTC vs.
Revision 1.306 by root, Sun Nov 29 09:41:27 2009 UTC

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 = -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.
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 = -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}

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