… | |
… | |
45 | uint32_t object::create_count; |
45 | uint32_t object::create_count; |
46 | uint32_t object::destroy_count; |
46 | uint32_t object::destroy_count; |
47 | |
47 | |
48 | //+GPL |
48 | //+GPL |
49 | |
49 | |
50 | short freearr_x[SIZEOFFREE] = { |
50 | int freearr_x[SIZEOFFREE] = { |
51 | 0, |
51 | 0, |
52 | 0, 1, 1, 1, 0, -1, -1, -1, |
52 | 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, |
53 | 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 |
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 | }; |
55 | }; |
56 | short freearr_y[SIZEOFFREE] = { |
56 | int freearr_y[SIZEOFFREE] = { |
57 | 0, |
57 | 0, |
58 | -1, -1, 0, 1, 1, 1, 0, -1, |
58 | -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, |
59 | -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 |
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 | }; |
61 | }; |
… | |
… | |
235 | static bool |
235 | static bool |
236 | compare_ob_value_lists_one (const object *wants, const object *has) |
236 | compare_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) |
… | |
… | |
639 | * 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. |
640 | * 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 |
641 | * values for the body_used info, so when items are created |
641 | * values for the body_used info, so when items are created |
642 | * for it, they can be properly equipped. |
642 | * for it, they can be properly equipped. |
643 | */ |
643 | */ |
644 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
644 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
645 | slot[i].used = slot[i].info; |
645 | slot[i].used = slot[i].info; |
646 | |
646 | |
647 | attachable::instantiate (); |
647 | attachable::instantiate (); |
648 | } |
648 | } |
649 | |
649 | |
… | |
… | |
753 | || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) |
753 | || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC)) |
754 | || (m.move_on | op->move_on ) != m.move_on |
754 | || (m.move_on | op->move_on ) != m.move_on |
755 | || (m.move_off | op->move_off ) != m.move_off |
755 | || (m.move_off | op->move_off ) != m.move_off |
756 | || (m.move_slow | op->move_slow) != m.move_slow |
756 | || (m.move_slow | op->move_slow) != m.move_slow |
757 | /* 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 |
758 | * have move_allow right now. |
758 | * have move_allow right now. |
759 | */ |
759 | */ |
760 | || ((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 |
761 | m.invalidate (); |
761 | m.invalidate (); |
762 | #else |
762 | #else |
763 | // 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) |
… | |
… | |
843 | op->activate_recursive (); |
843 | op->activate_recursive (); |
844 | } |
844 | } |
845 | |
845 | |
846 | /* This function removes object 'op' from the list of active |
846 | /* This function removes object 'op' from the list of active |
847 | * objects. |
847 | * objects. |
848 | * This should only be used for style maps or other such |
848 | * This should only be used for style maps or other such |
849 | * 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 |
850 | * in play chewing up cpu time getting processed. |
850 | * in play chewing up cpu time getting processed. |
851 | * The reverse of this is to call update_ob_speed, which |
851 | * The reverse of this is to call update_ob_speed, which |
852 | * 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. |
853 | */ |
853 | */ |
… | |
… | |
1088 | flag [FLAG_REMOVED] = true; |
1088 | flag [FLAG_REMOVED] = true; |
1089 | |
1089 | |
1090 | if (more) |
1090 | if (more) |
1091 | more->remove (); |
1091 | more->remove (); |
1092 | |
1092 | |
1093 | /* |
1093 | /* |
1094 | * In this case, the object to be removed is in someones |
1094 | * In this case, the object to be removed is in someones |
1095 | * inventory. |
1095 | * inventory. |
1096 | */ |
1096 | */ |
1097 | if (env) |
1097 | if (env) |
1098 | { |
1098 | { |
… | |
… | |
1403 | * We've already dealt with merging if appropriate. |
1403 | * We've already dealt with merging if appropriate. |
1404 | * 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 |
1405 | * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last |
1405 | * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last |
1406 | * floor, we want to insert above that and no further. |
1406 | * floor, we want to insert above that and no further. |
1407 | * 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 |
1408 | * 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 |
1409 | * 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 |
1410 | * 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 |
1411 | * that flying non pickable objects are spell objects. |
1411 | * that flying non pickable objects are spell objects. |
1412 | */ |
1412 | */ |
1413 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
1413 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
… | |
… | |
1539 | |
1539 | |
1540 | return op; |
1540 | return op; |
1541 | } |
1541 | } |
1542 | |
1542 | |
1543 | /* this function inserts an object in the map, but if it |
1543 | /* 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. |
1544 | * 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. |
1545 | * op is the object to insert it under: supplies x and the map. |
1546 | */ |
1546 | */ |
1547 | void |
1547 | void |
1548 | replace_insert_ob_in_map (shstr_tmp archname, object *op) |
1548 | replace_insert_ob_in_map (shstr_tmp archname, object *op) |
1549 | { |
1549 | { |
… | |
… | |
1808 | */ |
1808 | */ |
1809 | 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) |
1810 | return 0; |
1810 | return 0; |
1811 | |
1811 | |
1812 | /* The objects have to be checked from top to bottom. |
1812 | /* The objects have to be checked from top to bottom. |
1813 | * Hence, we first go to the top: |
1813 | * Hence, we first go to the top: |
1814 | */ |
1814 | */ |
1815 | for (object *next, *tmp = ms.top; tmp; tmp = next) |
1815 | for (object *next, *tmp = ms.top; tmp; tmp = next) |
1816 | { |
1816 | { |
1817 | next = tmp->below; |
1817 | next = tmp->below; |
1818 | |
1818 | |
… | |
… | |
2002 | * inform the caller. However, insert_ob_in_map will update as |
2002 | * inform the caller. However, insert_ob_in_map will update as |
2003 | * 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. |
2004 | * 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 |
2005 | * 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 |
2006 | * 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 |
2007 | * 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 |
2008 | * customized, changed states, etc. |
2008 | * customized, changed states, etc. |
2009 | */ |
2009 | */ |
2010 | int |
2010 | int |
2011 | find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) |
2011 | find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) |
2012 | { |
2012 | { |
… | |
… | |
2035 | continue; |
2035 | continue; |
2036 | } |
2036 | } |
2037 | |
2037 | |
2038 | /* 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. |
2039 | * 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. |
2040 | * 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 - |
2041 | * 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 |
2042 | * 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 |
2043 | * to only the spaces immediately surrounding the target area, and |
2043 | * to only the spaces immediately surrounding the target area, and |
2044 | * won't look 2 spaces south of the target space. |
2044 | * won't look 2 spaces south of the target space. |
2045 | */ |
2045 | */ |
… | |
… | |
2075 | */ |
2075 | */ |
2076 | int |
2076 | int |
2077 | find_first_free_spot (const object *ob, maptile *m, int x, int y) |
2077 | find_first_free_spot (const object *ob, maptile *m, int x, int y) |
2078 | { |
2078 | { |
2079 | for (int i = 0; i < SIZEOFFREE; i++) |
2079 | for (int i = 0; i < SIZEOFFREE; i++) |
2080 | if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) |
2080 | if (!ob->blocked (m, x + DIRX (i), y + DIRY (i))) |
2081 | return i; |
2081 | return i; |
2082 | |
2082 | |
2083 | return -1; |
2083 | return -1; |
2084 | } |
2084 | } |
2085 | |
2085 | |
… | |
… | |
2096 | |
2096 | |
2097 | while (--end) |
2097 | while (--end) |
2098 | swap (arr [end], arr [rndm (end + 1)]); |
2098 | swap (arr [end], arr [rndm (end + 1)]); |
2099 | } |
2099 | } |
2100 | |
2100 | |
2101 | /* new function to make monster searching more efficient, and effective! |
2101 | /* new function to make monster searching more efficient, and effective! |
2102 | * This basically returns a randomized array (in the passed pointer) of |
2102 | * 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 |
2103 | * 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 |
2104 | * 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 |
2105 | * 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. |
2106 | * the 3x3 area will be searched, just not in a predictable order. |
… | |
… | |
2350 | int mflags; |
2350 | int mflags; |
2351 | |
2351 | |
2352 | if (dir < 0) |
2352 | if (dir < 0) |
2353 | return 0; /* exit condition: invalid direction */ |
2353 | return 0; /* exit condition: invalid direction */ |
2354 | |
2354 | |
2355 | dx = x + freearr_x[dir]; |
2355 | dx = x + DIRX (dir); |
2356 | dy = y + freearr_y[dir]; |
2356 | dy = y + DIRY (dir); |
2357 | |
2357 | |
2358 | mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); |
2358 | mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); |
2359 | |
2359 | |
2360 | /* This functional arguably was incorrect before - it was |
2360 | /* This functional arguably was incorrect before - it was |
2361 | * checking for P_WALL - that was basically seeing if |
2361 | * checking for P_WALL - that was basically seeing if |
… | |
… | |
2434 | |
2434 | |
2435 | return 0; |
2435 | return 0; |
2436 | } |
2436 | } |
2437 | |
2437 | |
2438 | /* Zero the key_values on op, decrementing the shared-string |
2438 | /* Zero the key_values on op, decrementing the shared-string |
2439 | * refcounts and freeing the links. |
2439 | * refcounts and freeing the links. |
2440 | */ |
2440 | */ |
2441 | void |
2441 | void |
2442 | key_values::clear () |
2442 | key_values::clear () |
2443 | { |
2443 | { |
2444 | for (key_value *kvp = first; kvp; ) |
2444 | for (key_value *kvp = first; kvp; ) |
… | |
… | |
2719 | //+GPL |
2719 | //+GPL |
2720 | |
2720 | |
2721 | object * |
2721 | object * |
2722 | object::force_find (shstr_tmp name) |
2722 | object::force_find (shstr_tmp name) |
2723 | { |
2723 | { |
2724 | /* 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 |
2725 | * place |
2725 | * place |
2726 | */ |
2726 | */ |
2727 | for (object *tmp = inv; tmp; tmp = tmp->below) |
2727 | for (object *tmp = inv; tmp; tmp = tmp->below) |
2728 | if (tmp->type == FORCE && tmp->slaying == name) |
2728 | if (tmp->type == FORCE && tmp->slaying == name) |
2729 | return splay (tmp); |
2729 | return splay (tmp); |
2730 | |
2730 | |