… | |
… | |
564 | } |
564 | } |
565 | |
565 | |
566 | this->speed = speed; |
566 | this->speed = speed; |
567 | |
567 | |
568 | if (has_active_speed ()) |
568 | if (has_active_speed ()) |
569 | activate (false); |
569 | activate (); |
570 | else |
570 | else |
571 | deactivate (false); |
571 | deactivate (); |
572 | } |
572 | } |
573 | |
573 | |
574 | /* |
574 | /* |
575 | * update_object() updates the the map. |
575 | * update_object() updates the the map. |
576 | * It takes into account invisible objects (and represent squares covered |
576 | * It takes into account invisible objects (and represent squares covered |
… | |
… | |
660 | |
660 | |
661 | if (op->more) |
661 | if (op->more) |
662 | update_object (op->more, action); |
662 | update_object (op->more, action); |
663 | } |
663 | } |
664 | |
664 | |
665 | object::vector object::objects; // not yet used |
|
|
666 | object *object::first; |
665 | object *object::first; |
667 | |
666 | |
668 | object::object () |
667 | object::object () |
669 | { |
668 | { |
670 | SET_FLAG (this, FLAG_REMOVED); |
669 | SET_FLAG (this, FLAG_REMOVED); |
… | |
… | |
703 | |
702 | |
704 | prev = 0; |
703 | prev = 0; |
705 | next = 0; |
704 | next = 0; |
706 | } |
705 | } |
707 | |
706 | |
|
|
707 | bool |
|
|
708 | object::active () const |
|
|
709 | { |
|
|
710 | return active_next || active_prev || this == active_objects; |
|
|
711 | } |
|
|
712 | |
708 | void |
713 | void |
709 | object::activate (bool recursive) |
714 | object::activate () |
710 | { |
715 | { |
|
|
716 | /* If already on active list, don't do anything */ |
|
|
717 | if (active ()) |
|
|
718 | return; |
|
|
719 | |
711 | if (has_active_speed ()) |
720 | if (has_active_speed ()) |
712 | { |
721 | { |
713 | /* If already on active list, don't do anything */ |
|
|
714 | if (active_next || active_prev || this == active_objects) |
|
|
715 | return; |
|
|
716 | |
|
|
717 | /* process_events() expects us to insert the object at the beginning |
722 | /* process_events() expects us to insert the object at the beginning |
718 | * of the list. */ |
723 | * of the list. */ |
719 | active_next = active_objects; |
724 | active_next = active_objects; |
720 | |
725 | |
721 | if (active_next) |
726 | if (active_next) |
722 | active_next->active_prev = this; |
727 | active_next->active_prev = this; |
723 | |
728 | |
724 | active_objects = this; |
729 | active_objects = this; |
725 | } |
730 | } |
|
|
731 | } |
726 | |
732 | |
727 | if (recursive) |
733 | void |
|
|
734 | object::activate_recursive () |
|
|
735 | { |
|
|
736 | activate (); |
|
|
737 | |
728 | for (object *op = inv; op; op = op->above) |
738 | for (object *op = inv; op; op = op->above) |
729 | op->activate (1); |
739 | op->activate_recursive (); |
730 | } |
740 | } |
731 | |
741 | |
732 | /* This function removes object 'op' from the list of active |
742 | /* This function removes object 'op' from the list of active |
733 | * objects. |
743 | * objects. |
734 | * This should only be used for style maps or other such |
744 | * This should only be used for style maps or other such |
… | |
… | |
736 | * in play chewing up cpu time getting processed. |
746 | * in play chewing up cpu time getting processed. |
737 | * The reverse of this is to call update_ob_speed, which |
747 | * The reverse of this is to call update_ob_speed, which |
738 | * will do the right thing based on the speed of the object. |
748 | * will do the right thing based on the speed of the object. |
739 | */ |
749 | */ |
740 | void |
750 | void |
741 | object::deactivate (bool recursive) |
751 | object::deactivate () |
742 | { |
752 | { |
743 | /* If not on the active list, nothing needs to be done */ |
753 | /* If not on the active list, nothing needs to be done */ |
744 | if (!active_next && !active_prev && this != active_objects) |
754 | if (!active ()) |
745 | return; |
755 | return; |
746 | |
756 | |
747 | if (active_prev == 0) |
757 | if (active_prev == 0) |
748 | { |
758 | { |
749 | active_objects = active_next; |
759 | active_objects = active_next; |
… | |
… | |
757 | active_next->active_prev = active_prev; |
767 | active_next->active_prev = active_prev; |
758 | } |
768 | } |
759 | |
769 | |
760 | active_next = 0; |
770 | active_next = 0; |
761 | active_prev = 0; |
771 | active_prev = 0; |
|
|
772 | } |
762 | |
773 | |
763 | if (recursive) |
774 | void |
|
|
775 | object::deactivate_recursive () |
|
|
776 | { |
764 | for (object *op = inv; op; op = op->above) |
777 | for (object *op = inv; op; op = op->above) |
|
|
778 | op->deactivate_recursive (); |
|
|
779 | |
765 | op->deactivate (1); |
780 | deactivate (); |
766 | } |
781 | } |
767 | |
782 | |
768 | /* |
783 | /* |
769 | * Remove and free all objects in the inventory of the given object. |
784 | * Remove and free all objects in the inventory of the given object. |
770 | * object.c ? |
785 | * object.c ? |
… | |
… | |
974 | { |
989 | { |
975 | --map->players; |
990 | --map->players; |
976 | map->last_access = runtime; |
991 | map->last_access = runtime; |
977 | } |
992 | } |
978 | |
993 | |
|
|
994 | map->dirty = true; |
979 | |
995 | |
980 | /* link the object above us */ |
996 | /* link the object above us */ |
981 | if (above) |
997 | if (above) |
982 | above->below = below; |
998 | above->below = below; |
983 | else |
999 | else |
… | |
… | |
1362 | { |
1378 | { |
1363 | op->contr->do_los = 1; |
1379 | op->contr->do_los = 1; |
1364 | ++op->map->players; |
1380 | ++op->map->players; |
1365 | op->map->last_access = runtime; |
1381 | op->map->last_access = runtime; |
1366 | } |
1382 | } |
|
|
1383 | |
|
|
1384 | op->map->dirty = true; |
1367 | |
1385 | |
1368 | /* If we have a floor, we know the player, if any, will be above |
1386 | /* If we have a floor, we know the player, if any, will be above |
1369 | * it, so save a few ticks and start from there. |
1387 | * it, so save a few ticks and start from there. |
1370 | */ |
1388 | */ |
1371 | if (!(flag & INS_MAP_LOAD)) |
1389 | if (!(flag & INS_MAP_LOAD)) |