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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.302 by root, Tue Nov 10 00:01:31 2009 UTC vs.
Revision 1.307 by root, Sun Nov 29 10:55:18 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
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 dependent on each other
290 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
291 || ob1->materialname != ob2->materialname 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
295 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
296 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
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/*
844object::object () 851object::object ()
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;
857 material = MATERIAL_NULL;
850} 858}
851 859
852object::~object () 860object::~object ()
853{ 861{
854 unlink (); 862 unlink ();
1125 1133
1126 above = 0; 1134 above = 0;
1127 below = 0; 1135 below = 0;
1128 env = 0; 1136 env = 0;
1129 1137
1130 /* NO_FIX_PLAYER is set when a great many changes are being 1138 if (pl && pl->is_player ())
1131 * made to players inventory. If set, avoiding the call
1132 * to save cpu time.
1133 */
1134 if (pl)
1135 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1136 { 1139 {
1137 pl->update_stats (); 1140 pl->contr->queue_stats_update ();
1138 1141
1139 if (glow_radius && pl->is_on_map ()) 1142 if (glow_radius && pl->is_on_map ())
1140 update_all_los (pl->map, pl->x, pl->y); 1143 update_all_los (pl->map, pl->x, pl->y);
1141 } 1144 }
1142 } 1145 }
1143 else if (map) 1146 else if (map)
1144 { 1147 {
1145 map->dirty = true; 1148 map->dirty = true;
1146 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1737 if (op->glow_radius && is_on_map ()) 1740 if (op->glow_radius && is_on_map ())
1738 { 1741 {
1739 update_stats (); 1742 update_stats ();
1740 update_all_los (map, x, y); 1743 update_all_los (map, x, y);
1741 } 1744 }
1742 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1745 else if (is_player ())
1743 // if this is a player's inventory, update stats 1746 // if this is a player's inventory, update stats
1744 update_stats (); 1747 contr->queue_stats_update ();
1745 1748
1746 INVOKE_OBJECT (INSERT, this); 1749 INVOKE_OBJECT (INSERT, this);
1747 1750
1748 return op; 1751 return op;
1749} 1752}

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