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Comparing deliantra/server/common/object.C (file contents):
Revision 1.348 by root, Sat May 7 20:03:27 2011 UTC vs.
Revision 1.363 by root, Sun Jan 29 02:47:04 2017 UTC

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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * 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 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * 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 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <stdio.h> 26#include <stdio.h>
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 72 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 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}; 74};
75 75
76const char *wall_suffix[16] = { 76const char *wall_suffix[16] = {
77 "0", 77 "0",
78 "1_3", 78 "1_3",
79 "1_4", 79 "1_4",
80 "2_1_2", 80 "2_1_2",
81 "1_2", 81 "1_2",
82 "2_2_4", 82 "2_2_4",
83 "2_2_1", 83 "2_2_1",
84 "3_1", 84 "3_1",
85 "1_1", 85 "1_1",
86 "2_2_3", 86 "2_2_3",
87 "2_2_2", 87 "2_2_2",
88 "3_3", 88 "3_3",
89 "2_1_1", 89 "2_1_1",
90 "3_4", 90 "3_4",
91 "3_2", 91 "3_2",
92 "4" 92 "4"
93}; 93};
94 94
95static void 95static void
96write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
97{ 97{
235static bool 235static bool
236compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
237{ 237{
238 /* n-squared behaviour (see kv.get), but I'm hoping both 238 /* 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 239 * objects with lists are rare, and lists stay short. If not, use a
240 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
241 */ 241 */
242 242
243 /* For each field in wants, */ 243 /* For each field in wants, */
244 for (key_value *kv = wants->kv.first; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
245 if (has->kv.get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
351 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
352 * if it is valid. 352 * if it is valid.
353 */ 353 */
354 } 354 }
355 355
356 /* Don't merge objects that are applied. With the new 'body' code, 356 /* 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 357 * 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. 358 * some items equipped, and we don't want those to merge.
359 */ 359 */
360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
361 return 0; 361 return 0;
362 362
363 /* Note sure why the following is the case - either the object has to 363 /* 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 364 * be animated or have a very low speed. Is this an attempted monster
365 * check? 365 * check?
366 */ 366 */
367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
368 return 0; 368 return 0;
369 369
446 446
447 return 0; 447 return 0;
448} 448}
449 449
450// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
451static uint32 451static weight_t
452weight_adjust_for (object *op, uint32 weight) 452weight_adjust_for (object *op, weight_t weight)
453{ 453{
454 return op->type == CONTAINER 454 if (op->type == CONTAINER)
455 ? weight - weight * op->stats.Str / 100 455 weight -= weight * op->stats.Str / 100;
456 : weight; 456
457 return weight;
457} 458}
458 459
459/* 460/*
460 * subtracts, then adds, the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
461 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
462 */ 463 */
463static void 464static void
464adjust_weight (object *op, sint32 sub, sint32 add) 465adjust_weight (object *op, weight_t sub, weight_t add)
465{ 466{
466 while (op) 467 while (op)
467 { 468 {
468 sint32 ocarrying = op->carrying; 469 weight_t carrying = (weight_t)op->carrying
470 - weight_adjust_for (op, sub)
471 + weight_adjust_for (op, add);
469 472
470 op->carrying -= weight_adjust_for (op, sub); 473 sub = op->carrying;
471 op->carrying += weight_adjust_for (op, add); 474 op->carrying = carrying;
475 add = op->carrying;
472 476
473 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
474 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
475 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
476 480
477 sub = ocarrying;
478 add = op->carrying;
479
480 op = op->env; 481 op = op->env;
481 } 482 }
482} 483}
483 484
484/* 485/*
487 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
488 */ 489 */
489void 490void
490object::update_weight () 491object::update_weight ()
491{ 492{
492 sint32 sum = 0; 493 weight_t sum = 0;
493 494
494 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
495 { 496 {
496 op->update_weight (); 497 op->update_weight ();
497 498
635 speed_left = -1.; 636 speed_left = -1.;
636 637
637 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
638 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
639 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
640 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
641 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
642 */ 643 */
643 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
644 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
645 646
752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
753 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
754 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
755 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
756 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
757 * have move_allow right now. 758 * have move_allow right now.
758 */ 759 */
759 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
760 m.invalidate (); 761 m.invalidate ();
761#else 762#else
762 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp) 763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
842 op->activate_recursive (); 843 op->activate_recursive ();
843} 844}
844 845
845/* This function removes object 'op' from the list of active 846/* This function removes object 'op' from the list of active
846 * objects. 847 * objects.
847 * This should only be used for style maps or other such 848 * This should only be used for style maps or other such
848 * reference maps where you don't want an object that isn't 849 * reference maps where you don't want an object that isn't
849 * in play chewing up cpu time getting processed. 850 * in play chewing up cpu time getting processed.
850 * The reverse of this is to call update_ob_speed, which 851 * The reverse of this is to call update_ob_speed, which
851 * will do the right thing based on the speed of the object. 852 * will do the right thing based on the speed of the object.
852 */ 853 */
1005 1006
1006 freelist = li; 1007 freelist = li;
1007 ++free_count; 1008 ++free_count;
1008} 1009}
1009 1010
1010static struct freed_map : maptile
1011{
1012 freed_map ()
1013 : maptile (3, 3)
1014 {
1015 path = "<freed objects map>";
1016 name = "/internal/freed_objects_map";
1017 no_drop = 1;
1018 no_reset = 1;
1019
1020 state = MAP_ACTIVE;
1021 }
1022
1023 ~freed_map ()
1024 {
1025 destroy ();
1026 }
1027} freed_map; // freed objects are moved here to avoid crashes
1028
1029void 1011void
1030object::do_destroy () 1012object::do_destroy ()
1031{ 1013{
1032 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
1033 remove_link (); 1015 remove_link ();
1106 flag [FLAG_REMOVED] = true; 1088 flag [FLAG_REMOVED] = true;
1107 1089
1108 if (more) 1090 if (more)
1109 more->remove (); 1091 more->remove ();
1110 1092
1111 /* 1093 /*
1112 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1113 * inventory. 1095 * inventory.
1114 */ 1096 */
1115 if (env) 1097 if (env)
1116 { 1098 {
1421 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1422 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1423 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1424 * floor, we want to insert above that and no further. 1406 * floor, we want to insert above that and no further.
1425 * Also, if there are spell objects on this space, we stop processing 1407 * Also, if there are spell objects on this space, we stop processing
1426 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1427 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1428 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1429 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1430 */ 1412 */
1431 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1557 1539
1558 return op; 1540 return op;
1559} 1541}
1560 1542
1561/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1562 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1563 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1564 */ 1546 */
1565void 1547void
1566replace_insert_ob_in_map (shstr_tmp archname, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1567{ 1549{
1599 if (!items // testing !items ensures we can drop at least one item 1581 if (!items // testing !items ensures we can drop at least one item
1600 || (items < m->max_items 1582 || (items < m->max_items
1601 && ms.volume () < m->max_volume)) 1583 && ms.volume () < m->max_volume))
1602 return true; 1584 return true;
1603 1585
1604 if (originator && originator->is_player ()) 1586 if (originator)
1605 originator->contr->failmsgf ( 1587 originator->failmsgf (
1606 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1607 query_name () 1589 query_name ()
1608 ); 1590 );
1609 1591
1610 return false; 1592 return false;
1611} 1593}
1625 1607
1626 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1627 1609
1628 if (nrof > nr) 1610 if (nrof > nr)
1629 { 1611 {
1630 sint64 oweight = total_weight (); 1612 weight_t oweight = total_weight ();
1631 1613
1632 nrof -= nr; 1614 nrof -= nr;
1633 1615
1634 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1635 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1696/* 1678/*
1697 * env->insert (op) 1679 * env->insert (op)
1698 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1699 * inside the object environment. 1681 * inside the object environment.
1700 * 1682 *
1701 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1702 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1703 */ 1685 */
1704object * 1686object *
1705object::insert (object *op) 1687object::insert (object *op)
1706{ 1688{
1719 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1720 { 1702 {
1721 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1722 (client prefers the original object) */ 1704 (client prefers the original object) */
1723 1705
1724 // carring must be 0 for mergable objects 1706 // carrying must be 0 for mergable objects
1725 sint64 oweight = tmp->weight * tmp->nrof; 1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1726 1708
1727 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1728 1710
1729 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1730 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1731 1713
1732 adjust_weight (this, oweight, tmp->weight * tmp->nrof); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1733 1715
1734 op->destroy (); 1716 op->destroy ();
1735 op = tmp; 1717 op = tmp;
1736 goto inserted; 1718 goto inserted;
1737 } 1719 }
1826 */ 1808 */
1827 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1828 return 0; 1810 return 0;
1829 1811
1830 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1831 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1832 */ 1814 */
1833 for (object *next, *tmp = ms.top; tmp; tmp = next) 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1834 { 1816 {
1835 next = tmp->below; 1817 next = tmp->below;
1836 1818
2020 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
2021 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
2022 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
2023 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2024 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2025 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2026 * customized, changed states, etc. 2008 * customized, changed states, etc.
2027 */ 2009 */
2028int 2010int
2029find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2030{ 2012{
2031 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
2032 int index = 0, flag; 2014 int index = 0;
2033 2015
2034 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2035 { 2017 {
2036 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
2037 2019
2053 continue; 2035 continue;
2054 } 2036 }
2055 2037
2056 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2057 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2058 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2059 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2060 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2061 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2062 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2063 */ 2045 */
2114 2096
2115 while (--end) 2097 while (--end)
2116 swap (arr [end], arr [rndm (end + 1)]); 2098 swap (arr [end], arr [rndm (end + 1)]);
2117} 2099}
2118 2100
2119/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2120 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2121 * the spaces to find monsters. In this way, it won't always look for 2103 * the spaces to find monsters. In this way, it won't always look for
2122 * monsters to the north first. However, the size of the array passed 2104 * monsters to the north first. However, the size of the array passed
2123 * covers all the spaces, so within that size, all the spaces within 2105 * covers all the spaces, so within that size, all the spaces within
2124 * the 3x3 area will be searched, just not in a predictable order. 2106 * the 3x3 area will be searched, just not in a predictable order.
2149 * there is capable of. 2131 * there is capable of.
2150 */ 2132 */
2151int 2133int
2152find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2153{ 2135{
2154 int max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2155 MoveType move_type; 2137 MoveType move_type;
2156 2138
2157 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2158 { 2140 {
2159 exclude = exclude->head; 2141 exclude = exclude->head;
2410 return /*who->flag [FLAG_WIZ]|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2411 (item->weight > 0 && !item->flag [FLAG_NO_PICK] && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2412 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2413} 2395}
2414 2396
2397//-GPL
2398
2415/* 2399/*
2416 * create clone from object to another 2400 * create clone from object to another
2417 */ 2401 */
2418object * 2402object *
2419object::deep_clone () 2403object::deep_clone ()
2450 2434
2451 return 0; 2435 return 0;
2452} 2436}
2453 2437
2454/* Zero the key_values on op, decrementing the shared-string 2438/* Zero the key_values on op, decrementing the shared-string
2455 * refcounts and freeing the links. 2439 * refcounts and freeing the links.
2456 */ 2440 */
2457void 2441void
2458key_values::clear () 2442key_values::clear ()
2459{ 2443{
2460 for (key_value *kvp = first; kvp; ) 2444 for (key_value *kvp = first; kvp; )
2631object::region () const 2615object::region () const
2632{ 2616{
2633 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2634 : region::default_region (); 2618 : region::default_region ();
2635} 2619}
2620
2621//+GPL
2636 2622
2637void 2623void
2638object::open_container (object *new_container) 2624object::open_container (object *new_container)
2639{ 2625{
2640 if (container == new_container) 2626 if (container == new_container)
2698 } 2684 }
2699// else if (!old_container->env && contr && contr->ns) 2685// else if (!old_container->env && contr && contr->ns)
2700// contr->ns->floorbox_reset (); 2686// contr->ns->floorbox_reset ();
2701} 2687}
2702 2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2703object * 2721object *
2704object::force_find (shstr_tmp name) 2722object::force_find (shstr_tmp name)
2705{ 2723{
2706 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2707 * place 2725 * place
2708 */ 2726 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name) 2728 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp); 2729 return splay (tmp);
2712 2730
2713 return 0; 2731 return 0;
2714} 2732}
2715
2716//-GPL
2717 2733
2718void 2734void
2719object::force_set_timer (int duration) 2735object::force_set_timer (int duration)
2720{ 2736{
2721 this->duration = 1; 2737 this->duration = 1;

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