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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 1.310 by root, Thu Dec 17 01:04:37 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
248 * Improvements made with merge: Better checking on potion, and also 248 * Improvements made with merge: Better checking on potion, and also
249 * check weight 249 * check weight
250 */ 250 */
251bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
252{ 252{
253 /* A couple quicksanity checks */ 253 /* A couple quick sanity checks */
254 if (ob1 == ob2 254 if (ob1 == ob2
255 || ob1->type != ob2->type 255 || ob1->type != ob2->type
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
257 || ob1->value != ob2->value 256 || ob1->value != ob2->value
258 || ob1->name != ob2->name) 257 || ob1->name != ob2->name
258 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
259 return 0; 259 return 0;
260 260
261 /* Do not merge objects if nrof would overflow, assume nrof 261 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */ 262 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof) 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
284 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
285 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
286 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
287 || ob1->value != ob2->value 287 || ob1->value != ob2->value
288 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
290 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
291 || ob1->material != ob2->material 291 || ob1->material != ob2->material
292 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
293 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
294 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
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/*
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 ();
1267 1269
1268 object *prev = this; 1270 object *prev = this;
1269 1271
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1272 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 { 1273 {
1272 object *op = arch_to_object (at); 1274 object *op = at->instance ();
1273 1275
1274 op->name = name; 1276 op->name = name;
1275 op->name_pl = name_pl; 1277 op->name_pl = name_pl;
1276 op->title = title; 1278 op->title = title;
1277 1279
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}
2561 // TODO: this does not seem to serve any purpose anymore? 2563 // TODO: this does not seem to serve any purpose anymore?
2562#if 0 2564#if 0
2563 // insert the "Close Container" object. 2565 // insert the "Close Container" object.
2564 if (archetype *closer = new_container->other_arch) 2566 if (archetype *closer = new_container->other_arch)
2565 { 2567 {
2566 object *closer = arch_to_object (new_container->other_arch); 2568 object *closer = new_container->other_arch->instance ();
2567 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2568 new_container->insert (closer); 2570 new_container->insert (closer);
2569 } 2571 }
2570#endif 2572#endif
2571 2573

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