1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
|
|
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the terms of the Affero GNU General Public License as published by the |
… | |
… | |
45 | uint32_t object::create_count; |
46 | uint32_t object::create_count; |
46 | uint32_t object::destroy_count; |
47 | uint32_t object::destroy_count; |
47 | |
48 | |
48 | //+GPL |
49 | //+GPL |
49 | |
50 | |
50 | short freearr_x[SIZEOFFREE] = { |
51 | int freearr_x[SIZEOFFREE] = { |
51 | 0, |
52 | 0, |
52 | 0, 1, 1, 1, 0, -1, -1, -1, |
53 | 0, 1, 1, 1, 0, -1, -1, -1, |
53 | 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, |
54 | 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, |
54 | 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
55 | 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
55 | }; |
56 | }; |
56 | short freearr_y[SIZEOFFREE] = { |
57 | int freearr_y[SIZEOFFREE] = { |
57 | 0, |
58 | 0, |
58 | -1, -1, 0, 1, 1, 1, 0, -1, |
59 | -1, -1, 0, 1, 1, 1, 0, -1, |
59 | -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, |
60 | -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, |
60 | -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 |
61 | -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 |
61 | }; |
62 | }; |
… | |
… | |
72 | 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, |
73 | 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, |
73 | 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 |
74 | 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 |
74 | }; |
75 | }; |
75 | |
76 | |
76 | const char *wall_suffix[16] = { |
77 | const char *wall_suffix[16] = { |
77 | "0", |
78 | "0", |
78 | "1_3", |
79 | "1_3", |
79 | "1_4", |
80 | "1_4", |
80 | "2_1_2", |
81 | "2_1_2", |
81 | "1_2", |
82 | "1_2", |
82 | "2_2_4", |
83 | "2_2_4", |
83 | "2_2_1", |
84 | "2_2_1", |
84 | "3_1", |
85 | "3_1", |
85 | "1_1", |
86 | "1_1", |
86 | "2_2_3", |
87 | "2_2_3", |
87 | "2_2_2", |
88 | "2_2_2", |
88 | "3_3", |
89 | "3_3", |
89 | "2_1_1", |
90 | "2_1_1", |
90 | "3_4", |
91 | "3_4", |
91 | "3_2", |
92 | "3_2", |
92 | "4" |
93 | "4" |
93 | }; |
94 | }; |
94 | |
95 | |
95 | static void |
96 | static void |
96 | write_uuid (uval64 skip, bool sync) |
97 | write_uuid (uval64 skip, bool sync) |
97 | { |
98 | { |
… | |
… | |
148 | { |
149 | { |
149 | UUID uid; |
150 | UUID uid; |
150 | |
151 | |
151 | uid.seq = ++cur.seq; |
152 | uid.seq = ++cur.seq; |
152 | |
153 | |
153 | if (expect_false (cur.seq >= seq_next_save)) |
154 | if (ecb_expect_false (cur.seq >= seq_next_save)) |
154 | { |
155 | { |
155 | seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); |
156 | seq_next_save = UUID::cur.seq + (UUID_GAP >> 1); |
156 | write_uuid (UUID_GAP, false); |
157 | write_uuid (UUID_GAP, false); |
157 | } |
158 | } |
158 | |
159 | |
… | |
… | |
235 | static bool |
236 | static bool |
236 | compare_ob_value_lists_one (const object *wants, const object *has) |
237 | compare_ob_value_lists_one (const object *wants, const object *has) |
237 | { |
238 | { |
238 | /* n-squared behaviour (see kv.get), but I'm hoping both |
239 | /* n-squared behaviour (see kv.get), but I'm hoping both |
239 | * objects with lists are rare, and lists stay short. If not, use a |
240 | * objects with lists are rare, and lists stay short. If not, use a |
240 | * different structure or at least keep the lists sorted... |
241 | * different structure or at least keep the lists sorted... |
241 | */ |
242 | */ |
242 | |
243 | |
243 | /* For each field in wants, */ |
244 | /* For each field in wants, */ |
244 | for (key_value *kv = wants->kv.first; kv; kv = kv->next) |
245 | for (key_value *kv = wants->kv.first; kv; kv = kv->next) |
245 | if (has->kv.get (kv->key) != kv->value) |
246 | if (has->kv.get (kv->key) != kv->value) |
… | |
… | |
351 | /* inventory ok - still need to check rest of this object to see |
352 | /* inventory ok - still need to check rest of this object to see |
352 | * if it is valid. |
353 | * if it is valid. |
353 | */ |
354 | */ |
354 | } |
355 | } |
355 | |
356 | |
356 | /* Don't merge objects that are applied. With the new 'body' code, |
357 | /* Don't merge objects that are applied. With the new 'body' code, |
357 | * it is possible for most any character to have more than one of |
358 | * it is possible for most any character to have more than one of |
358 | * some items equipped, and we don't want those to merge. |
359 | * some items equipped, and we don't want those to merge. |
359 | */ |
360 | */ |
360 | if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) |
361 | if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) |
361 | return 0; |
362 | return 0; |
362 | |
363 | |
363 | /* Note sure why the following is the case - either the object has to |
364 | /* Not sure why the following is the case - either the object has to |
364 | * be animated or have a very low speed. Is this an attempted monster |
365 | * be animated or have a very low speed. Is this an attempted monster |
365 | * check? |
366 | * check? |
366 | */ |
367 | */ |
367 | if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) |
368 | if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) |
368 | return 0; |
369 | return 0; |
369 | |
370 | |
… | |
… | |
636 | speed_left = -1.; |
637 | speed_left = -1.; |
637 | |
638 | |
638 | /* copy the body_info to the body_used - this is only really |
639 | /* copy the body_info to the body_used - this is only really |
639 | * need for monsters, but doesn't hurt to do it for everything. |
640 | * need for monsters, but doesn't hurt to do it for everything. |
640 | * by doing so, when a monster is created, it has good starting |
641 | * by doing so, when a monster is created, it has good starting |
641 | * values for the body_used info, so when items are created |
642 | * values for the body_used info, so when items are created |
642 | * for it, they can be properly equipped. |
643 | * for it, they can be properly equipped. |
643 | */ |
644 | */ |
644 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
645 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
645 | slot[i].used = slot[i].info; |
646 | slot[i].used = slot[i].info; |
646 | |
647 | |
647 | attachable::instantiate (); |
648 | attachable::instantiate (); |
648 | } |
649 | } |
649 | |
650 | |
… | |
… | |
659 | |
660 | |
660 | neu->map = map; // not copied by copy_to |
661 | neu->map = map; // not copied by copy_to |
661 | return neu; |
662 | return neu; |
662 | } |
663 | } |
663 | |
664 | |
|
|
665 | // update the anhimation frame of an object, but only if it has an animation |
|
|
666 | // assigned and the frame number if within the animation. |
|
|
667 | void object::update_anim_frame (int frame) |
|
|
668 | { |
|
|
669 | if (ecb_expect_false (!has_anim () || frame >= anim_frames ())) |
|
|
670 | return; |
|
|
671 | |
|
|
672 | set_anim_frame (frame); |
|
|
673 | update_object (this, UP_OBJ_FACE); |
|
|
674 | } |
|
|
675 | |
664 | /* |
676 | /* |
665 | * If an object with the IS_TURNABLE() flag needs to be turned due |
677 | * If an object with the IS_TURNABLE() flag needs to be turned due |
666 | * to the closest player being on the other side, this function can |
678 | * to the closest player being on the other side, this function can |
667 | * be called to update the face variable, _and_ how it looks on the map. |
679 | * be called to update the face variable, _and_ how it looks on the map. |
668 | */ |
680 | */ |
… | |
… | |
670 | update_turn_face (object *op) |
682 | update_turn_face (object *op) |
671 | { |
683 | { |
672 | if (!op->flag [FLAG_IS_TURNABLE] || !op->arch) |
684 | if (!op->flag [FLAG_IS_TURNABLE] || !op->arch) |
673 | return; |
685 | return; |
674 | |
686 | |
675 | SET_ANIMATION (op, op->direction); |
687 | op->update_anim_frame (op->direction); |
676 | update_object (op, UP_OBJ_FACE); |
|
|
677 | } |
688 | } |
678 | |
689 | |
679 | /* |
690 | /* |
680 | * Updates the speed of an object. If the speed changes from 0 to another |
691 | * Updates the speed of an object. If the speed changes from 0 to another |
681 | * value, or vice versa, then add/remove the object from the active list. |
692 | * value, or vice versa, then add/remove the object from the active list. |
… | |
… | |
691 | else |
702 | else |
692 | deactivate (); |
703 | deactivate (); |
693 | } |
704 | } |
694 | |
705 | |
695 | /* |
706 | /* |
696 | * update_object() updates the the map. |
707 | * update_object() updates the map. |
697 | * It takes into account invisible objects (and represent squares covered |
708 | * It takes into account invisible objects (and represent squares covered |
698 | * by invisible objects by whatever is below them (unless it's another |
709 | * by invisible objects by whatever is below them (unless it's another |
699 | * invisible object, etc...) |
710 | * invisible object, etc...) |
700 | * If the object being updated is beneath a player, the look-window |
711 | * If the object being updated is beneath a player, the look-window |
701 | * of that player is updated (this might be a suboptimal way of |
712 | * of that player is updated (this might be a suboptimal way of |
… | |
… | |
753 | || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) |
764 | || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) |
754 | || (m.move_on | op->move_on ) != m.move_on |
765 | || (m.move_on | op->move_on ) != m.move_on |
755 | || (m.move_off | op->move_off ) != m.move_off |
766 | || (m.move_off | op->move_off ) != m.move_off |
756 | || (m.move_slow | op->move_slow) != m.move_slow |
767 | || (m.move_slow | op->move_slow) != m.move_slow |
757 | /* This isn't perfect, but I don't expect a lot of objects to |
768 | /* This isn't perfect, but I don't expect a lot of objects to |
758 | * have move_allow right now. |
769 | * have move_allow right now. |
759 | */ |
770 | */ |
760 | || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block |
771 | || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block |
761 | m.invalidate (); |
772 | m.invalidate (); |
762 | #else |
773 | #else |
763 | // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) |
774 | // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) |
… | |
… | |
843 | op->activate_recursive (); |
854 | op->activate_recursive (); |
844 | } |
855 | } |
845 | |
856 | |
846 | /* This function removes object 'op' from the list of active |
857 | /* This function removes object 'op' from the list of active |
847 | * objects. |
858 | * objects. |
848 | * This should only be used for style maps or other such |
859 | * This should only be used for style maps or other such |
849 | * reference maps where you don't want an object that isn't |
860 | * reference maps where you don't want an object that isn't |
850 | * in play chewing up cpu time getting processed. |
861 | * in play chewing up cpu time getting processed. |
851 | * The reverse of this is to call update_ob_speed, which |
862 | * The reverse of this is to call update_ob_speed, which |
852 | * will do the right thing based on the speed of the object. |
863 | * will do the right thing based on the speed of the object. |
853 | */ |
864 | */ |
… | |
… | |
1088 | flag [FLAG_REMOVED] = true; |
1099 | flag [FLAG_REMOVED] = true; |
1089 | |
1100 | |
1090 | if (more) |
1101 | if (more) |
1091 | more->remove (); |
1102 | more->remove (); |
1092 | |
1103 | |
1093 | /* |
1104 | /* |
1094 | * In this case, the object to be removed is in someones |
1105 | * In this case, the object to be removed is in someones |
1095 | * inventory. |
1106 | * inventory. |
1096 | */ |
1107 | */ |
1097 | if (env) |
1108 | if (env) |
1098 | { |
1109 | { |
… | |
… | |
1121 | below = 0; |
1132 | below = 0; |
1122 | env = 0; |
1133 | env = 0; |
1123 | |
1134 | |
1124 | if (pl && pl->is_player ()) |
1135 | if (pl && pl->is_player ()) |
1125 | { |
1136 | { |
1126 | if (expect_false (pl->contr->combat_ob == this)) |
1137 | if (ecb_expect_false (pl->contr->combat_ob == this)) |
1127 | { |
1138 | { |
1128 | pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE); |
1139 | pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE); |
1129 | pl->contr->combat_ob = 0; |
1140 | pl->contr->combat_ob = 0; |
1130 | if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); |
1141 | if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob); |
1131 | } |
1142 | } |
1132 | |
1143 | |
1133 | if (expect_false (pl->contr->ranged_ob == this)) |
1144 | if (ecb_expect_false (pl->contr->ranged_ob == this)) |
1134 | { |
1145 | { |
1135 | pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE); |
1146 | pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE); |
1136 | pl->contr->ranged_ob = 0; |
1147 | pl->contr->ranged_ob = 0; |
1137 | if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); |
1148 | if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob); |
1138 | } |
1149 | } |
1139 | |
1150 | |
1140 | pl->contr->queue_stats_update (); |
1151 | pl->contr->queue_stats_update (); |
1141 | |
1152 | |
1142 | if (expect_false (glow_radius) && pl->is_on_map ()) |
1153 | if (ecb_expect_false (glow_radius) && pl->is_on_map ()) |
1143 | update_all_los (pl->map, pl->x, pl->y); |
1154 | update_all_los (pl->map, pl->x, pl->y); |
1144 | } |
1155 | } |
1145 | } |
1156 | } |
1146 | else if (map) |
1157 | else if (map) |
1147 | { |
1158 | { |
… | |
… | |
1403 | * We've already dealt with merging if appropriate. |
1414 | * We've already dealt with merging if appropriate. |
1404 | * Generally, we want to put the new object on top. But if |
1415 | * Generally, we want to put the new object on top. But if |
1405 | * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last |
1416 | * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last |
1406 | * floor, we want to insert above that and no further. |
1417 | * floor, we want to insert above that and no further. |
1407 | * Also, if there are spell objects on this space, we stop processing |
1418 | * Also, if there are spell objects on this space, we stop processing |
1408 | * once we get to them. This reduces the need to traverse over all of |
1419 | * once we get to them. This reduces the need to traverse over all of |
1409 | * them when adding another one - this saves quite a bit of cpu time |
1420 | * them when adding another one - this saves quite a bit of cpu time |
1410 | * when lots of spells are cast in one area. Currently, it is presumed |
1421 | * when lots of spells are cast in one area. Currently, it is presumed |
1411 | * that flying non pickable objects are spell objects. |
1422 | * that flying non pickable objects are spell objects. |
1412 | */ |
1423 | */ |
1413 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
1424 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
… | |
… | |
1539 | |
1550 | |
1540 | return op; |
1551 | return op; |
1541 | } |
1552 | } |
1542 | |
1553 | |
1543 | /* this function inserts an object in the map, but if it |
1554 | /* this function inserts an object in the map, but if it |
1544 | * finds an object of its own type, it'll remove that one first. |
1555 | * finds an object of its own type, it'll remove that one first. |
1545 | * op is the object to insert it under: supplies x and the map. |
1556 | * op is the object to insert it under: supplies x and the map. |
1546 | */ |
1557 | */ |
1547 | void |
1558 | void |
1548 | replace_insert_ob_in_map (shstr_tmp archname, object *op) |
1559 | replace_insert_ob_in_map (shstr_tmp archname, object *op) |
1549 | { |
1560 | { |
… | |
… | |
1678 | /* |
1689 | /* |
1679 | * env->insert (op) |
1690 | * env->insert (op) |
1680 | * This function inserts the object op in the linked list |
1691 | * This function inserts the object op in the linked list |
1681 | * inside the object environment. |
1692 | * inside the object environment. |
1682 | * |
1693 | * |
1683 | * The function returns now pointer to inserted item, and return value can |
1694 | * The function returns now pointer to inserted item, and return value can |
1684 | * be != op, if items are merged. -Tero |
1695 | * be != op, if items are merged. -Tero |
1685 | */ |
1696 | */ |
1686 | object * |
1697 | object * |
1687 | object::insert (object *op) |
1698 | object::insert (object *op) |
1688 | { |
1699 | { |
… | |
… | |
1808 | */ |
1819 | */ |
1809 | if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) |
1820 | if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) |
1810 | return 0; |
1821 | return 0; |
1811 | |
1822 | |
1812 | /* The objects have to be checked from top to bottom. |
1823 | /* The objects have to be checked from top to bottom. |
1813 | * Hence, we first go to the top: |
1824 | * Hence, we first go to the top: |
1814 | */ |
1825 | */ |
1815 | for (object *next, *tmp = ms.top; tmp; tmp = next) |
1826 | for (object *next, *tmp = ms.top; tmp; tmp = next) |
1816 | { |
1827 | { |
1817 | next = tmp->below; |
1828 | next = tmp->below; |
1818 | |
1829 | |
… | |
… | |
2002 | * inform the caller. However, insert_ob_in_map will update as |
2013 | * inform the caller. However, insert_ob_in_map will update as |
2003 | * necessary, so the caller shouldn't need to do any special work. |
2014 | * necessary, so the caller shouldn't need to do any special work. |
2004 | * Note - updated to take an object instead of archetype - this is necessary |
2015 | * Note - updated to take an object instead of archetype - this is necessary |
2005 | * because arch_blocked (now ob_blocked) needs to know the movement type |
2016 | * because arch_blocked (now ob_blocked) needs to know the movement type |
2006 | * to know if the space in question will block the object. We can't use |
2017 | * to know if the space in question will block the object. We can't use |
2007 | * the archetype because that isn't correct if the monster has been |
2018 | * the archetype because that isn't correct if the monster has been |
2008 | * customized, changed states, etc. |
2019 | * customized, changed states, etc. |
2009 | */ |
2020 | */ |
2010 | int |
2021 | int |
2011 | find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) |
2022 | find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) |
2012 | { |
2023 | { |
… | |
… | |
2035 | continue; |
2046 | continue; |
2036 | } |
2047 | } |
2037 | |
2048 | |
2038 | /* Basically, if we find a wall on a space, we cut down the search size. |
2049 | /* Basically, if we find a wall on a space, we cut down the search size. |
2039 | * In this way, we won't return spaces that are on another side of a wall. |
2050 | * In this way, we won't return spaces that are on another side of a wall. |
2040 | * This mostly work, but it cuts down the search size in all directions - |
2051 | * This mostly work, but it cuts down the search size in all directions - |
2041 | * if the space being examined only has a wall to the north and empty |
2052 | * if the space being examined only has a wall to the north and empty |
2042 | * spaces in all the other directions, this will reduce the search space |
2053 | * spaces in all the other directions, this will reduce the search space |
2043 | * to only the spaces immediately surrounding the target area, and |
2054 | * to only the spaces immediately surrounding the target area, and |
2044 | * won't look 2 spaces south of the target space. |
2055 | * won't look 2 spaces south of the target space. |
2045 | */ |
2056 | */ |
… | |
… | |
2075 | */ |
2086 | */ |
2076 | int |
2087 | int |
2077 | find_first_free_spot (const object *ob, maptile *m, int x, int y) |
2088 | find_first_free_spot (const object *ob, maptile *m, int x, int y) |
2078 | { |
2089 | { |
2079 | for (int i = 0; i < SIZEOFFREE; i++) |
2090 | for (int i = 0; i < SIZEOFFREE; i++) |
2080 | if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) |
2091 | if (!ob->blocked (m, x + DIRX (i), y + DIRY (i))) |
2081 | return i; |
2092 | return i; |
2082 | |
2093 | |
2083 | return -1; |
2094 | return -1; |
2084 | } |
2095 | } |
2085 | |
2096 | |
… | |
… | |
2096 | |
2107 | |
2097 | while (--end) |
2108 | while (--end) |
2098 | swap (arr [end], arr [rndm (end + 1)]); |
2109 | swap (arr [end], arr [rndm (end + 1)]); |
2099 | } |
2110 | } |
2100 | |
2111 | |
2101 | /* new function to make monster searching more efficient, and effective! |
2112 | /* new function to make monster searching more efficient, and effective! |
2102 | * This basically returns a randomized array (in the passed pointer) of |
2113 | * This basically returns a randomized array (in the passed pointer) of |
2103 | * the spaces to find monsters. In this way, it won't always look for |
2114 | * the spaces to find monsters. In this way, it won't always look for |
2104 | * monsters to the north first. However, the size of the array passed |
2115 | * monsters to the north first. However, the size of the array passed |
2105 | * covers all the spaces, so within that size, all the spaces within |
2116 | * covers all the spaces, so within that size, all the spaces within |
2106 | * the 3x3 area will be searched, just not in a predictable order. |
2117 | * the 3x3 area will be searched, just not in a predictable order. |
… | |
… | |
2350 | int mflags; |
2361 | int mflags; |
2351 | |
2362 | |
2352 | if (dir < 0) |
2363 | if (dir < 0) |
2353 | return 0; /* exit condition: invalid direction */ |
2364 | return 0; /* exit condition: invalid direction */ |
2354 | |
2365 | |
2355 | dx = x + freearr_x[dir]; |
2366 | dx = x + DIRX (dir); |
2356 | dy = y + freearr_y[dir]; |
2367 | dy = y + DIRY (dir); |
2357 | |
2368 | |
2358 | mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); |
2369 | mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); |
2359 | |
2370 | |
2360 | /* This functional arguably was incorrect before - it was |
2371 | /* This functional arguably was incorrect before - it was |
2361 | * checking for P_WALL - that was basically seeing if |
2372 | * checking for P_WALL - that was basically seeing if |
… | |
… | |
2434 | |
2445 | |
2435 | return 0; |
2446 | return 0; |
2436 | } |
2447 | } |
2437 | |
2448 | |
2438 | /* Zero the key_values on op, decrementing the shared-string |
2449 | /* Zero the key_values on op, decrementing the shared-string |
2439 | * refcounts and freeing the links. |
2450 | * refcounts and freeing the links. |
2440 | */ |
2451 | */ |
2441 | void |
2452 | void |
2442 | key_values::clear () |
2453 | key_values::clear () |
2443 | { |
2454 | { |
2444 | for (key_value *kvp = first; kvp; ) |
2455 | for (key_value *kvp = first; kvp; ) |
… | |
… | |
2523 | |
2534 | |
2524 | for (key_value *kvp = kv.first; kvp; kvp = kvp->next) |
2535 | for (key_value *kvp = kv.first; kvp; kvp = kvp->next) |
2525 | add (kvp->key, kvp->value); |
2536 | add (kvp->key, kvp->value); |
2526 | |
2537 | |
2527 | reverse (); |
2538 | reverse (); |
|
|
2539 | |
|
|
2540 | return *this; |
2528 | } |
2541 | } |
2529 | |
2542 | |
2530 | object::depth_iterator::depth_iterator (object *container) |
2543 | object::depth_iterator::depth_iterator (object *container) |
2531 | : iterator_base (container) |
2544 | : iterator_base (container) |
2532 | { |
2545 | { |
… | |
… | |
2719 | //+GPL |
2732 | //+GPL |
2720 | |
2733 | |
2721 | object * |
2734 | object * |
2722 | object::force_find (shstr_tmp name) |
2735 | object::force_find (shstr_tmp name) |
2723 | { |
2736 | { |
2724 | /* cycle through his inventory to look for the MARK we want to |
2737 | /* cycle through his inventory to look for the MARK we want to |
2725 | * place |
2738 | * place |
2726 | */ |
2739 | */ |
2727 | for (object *tmp = inv; tmp; tmp = tmp->below) |
2740 | for (object *tmp = inv; tmp; tmp = tmp->below) |
2728 | if (tmp->type == FORCE && tmp->slaying == name) |
2741 | if (tmp->type == FORCE && tmp->slaying == name) |
2729 | return splay (tmp); |
2742 | return splay (tmp); |
2730 | |
2743 | |