/** * Create a cache of slay combinations found on ego items, and the values of * these combinations. This is to speed up slay_power(), which will be called * many times for ego items during the game. * * \param items is the set of ego types from which we are extracting slay * combinations */ public static int create_slay_cache(Ego_Item[] items) { int count = 0; Bitflag cacheme = new Bitflag(Object_Flag.SIZE); Bitflag slay_mask = new Bitflag(Object_Flag.SIZE); /* Build the slay mask */ Object_Flag.create_mask(slay_mask, false, Object_Flag.object_flag_type.SLAY, Object_Flag.object_flag_type.KILL, Object_Flag.object_flag_type.BRAND); /* Calculate necessary size of slay_cache */ Bitflag[] dupcheck = new Bitflag[Misc.z_info.e_max]; for (int i = 0; i < Misc.z_info.e_max; i++) { dupcheck[i] = new Bitflag(Object_Flag.SIZE); Ego_Item e_ptr = items[i]; //Some items are null... I guess we should just skip them...? //TODO: Find out why they are null, and see if we actually should just skip them... if (e_ptr == null) { continue; } /* Find the slay flags on this ego */ cacheme.copy(e_ptr.flags); cacheme.inter(slay_mask); /* Only consider non-empty combinations of slay flags */ if (!cacheme.is_empty()) { /* Skip previously scanned combinations */ for (int j = 0; j < i; j++) { if (cacheme.is_equal(dupcheck[j])) { continue; } } /* msg("Found a new slay combo on an ego item"); */ count++; dupcheck[i].copy(cacheme); } } /* Allocate slay_cache with an extra empty element for an iteration stop */ slay_cache = new flag_cache[count + 1]; count = 0; /* Populate the slay_cache */ for (int i = 0; i < Misc.z_info.e_max; i++) { if (!dupcheck[i].is_empty()) { slay_cache[count] = new flag_cache(); slay_cache[count].flags.copy(dupcheck[i]); slay_cache[count].value = 0; count++; /*msg("Cached a slay combination");*/ } } //From a time without garbage collection... /*for (i = 0; i < z_info.e_max; i++) * FREE(dupcheck[i]); * FREE(dupcheck);*/ /* Success */ return(0); }
/** * Create a cache of slay combinations found on ego items, and the values of * these combinations. This is to speed up slay_power(), which will be called * many times for ego items during the game. * * \param items is the set of ego types from which we are extracting slay * combinations */ public static int create_slay_cache(Ego_Item[] items) { int count = 0; Bitflag cacheme = new Bitflag(Object_Flag.SIZE); Bitflag slay_mask = new Bitflag(Object_Flag.SIZE); /* Build the slay mask */ Object_Flag.create_mask(slay_mask, false, Object_Flag.object_flag_type.SLAY, Object_Flag.object_flag_type.KILL, Object_Flag.object_flag_type.BRAND); /* Calculate necessary size of slay_cache */ Bitflag[] dupcheck = new Bitflag[Misc.z_info.e_max]; for (int i = 0; i < Misc.z_info.e_max; i++) { dupcheck[i] = new Bitflag(Object_Flag.SIZE); Ego_Item e_ptr = items[i]; //Some items are null... I guess we should just skip them...? //TODO: Find out why they are null, and see if we actually should just skip them... if(e_ptr == null) { continue; } /* Find the slay flags on this ego */ cacheme.copy(e_ptr.flags); cacheme.inter(slay_mask); /* Only consider non-empty combinations of slay flags */ if (!cacheme.is_empty()) { /* Skip previously scanned combinations */ for (int j = 0; j < i; j++) if (cacheme.is_equal(dupcheck[j])) continue; /* msg("Found a new slay combo on an ego item"); */ count++; dupcheck[i].copy(cacheme); } } /* Allocate slay_cache with an extra empty element for an iteration stop */ slay_cache = new flag_cache[count + 1]; count = 0; /* Populate the slay_cache */ for (int i = 0; i < Misc.z_info.e_max; i++) { if (!dupcheck[i].is_empty()) { slay_cache[count] = new flag_cache(); slay_cache[count].flags.copy(dupcheck[i]); slay_cache[count].value = 0; count++; /*msg("Cached a slay combination");*/ } } //From a time without garbage collection... /*for (i = 0; i < z_info.e_max; i++) FREE(dupcheck[i]); FREE(dupcheck);*/ /* Success */ return 0; }