--- deliantra/server/common/map.C 2007/06/04 13:04:00 1.107
+++ deliantra/server/common/map.C 2007/07/01 05:00:17 1.110
@@ -1,23 +1,22 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License as published by the Free
- * Software Foundation; either version 2 of the License, or (at your option)
- * any later version.
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
*
- * This program is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
- * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
- * for more details.
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License along
- * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
- * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
@@ -278,7 +277,7 @@
return m1->at (sx, sy).move_block;
}
- for (tmp = ob->arch; tmp; tmp = tmp->more)
+ for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more)
{
flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
@@ -716,6 +715,7 @@
case KW_per_player: thawer.get (per_player); break;
case KW_per_party: thawer.get (per_party); break;
+ case KW_no_reset: thawer.get (no_reset); break;
case KW_region: default_region = region::find (thawer.get_str ()); break;
case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
@@ -802,6 +802,7 @@
MAP_OUT (reset_time);
MAP_OUT (reset_timeout);
MAP_OUT (fixed_resettime);
+ MAP_OUT (no_reset);
MAP_OUT (difficulty);
if (default_region) MAP_OUT2 (region, default_region->name);
@@ -924,6 +925,74 @@
clear ();
}
+/* decay and destroy perishable items in a map */
+void
+maptile::do_decay_objects ()
+{
+ if (!spaces)
+ return;
+
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *above, *op = ms->bot; op; op = above)
+ {
+ above = op->above;
+
+ bool destroy = 0;
+
+ // do not decay anything above unique floor tiles (yet :)
+ if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
+ break;
+
+ if (QUERY_FLAG (op, FLAG_IS_FLOOR)
+ || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
+ || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
+ || QUERY_FLAG (op, FLAG_UNIQUE)
+ || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
+ || QUERY_FLAG (op, FLAG_UNPAID)
+ || op->is_alive ())
+ ; // do not decay
+ else if (op->is_weapon ())
+ {
+ op->stats.dam--;
+ if (op->stats.dam < 0)
+ destroy = 1;
+ }
+ else if (op->is_armor ())
+ {
+ op->stats.ac--;
+ if (op->stats.ac < 0)
+ destroy = 1;
+ }
+ else if (op->type == FOOD)
+ {
+ op->stats.food -= rndm (5, 20);
+ if (op->stats.food < 0)
+ destroy = 1;
+ }
+ else
+ {
+ int mat = op->materials;
+
+ if (mat & M_PAPER
+ || mat & M_LEATHER
+ || mat & M_WOOD
+ || mat & M_ORGANIC
+ || mat & M_CLOTH
+ || mat & M_LIQUID
+ || (mat & M_IRON && rndm (1, 5) == 1)
+ || (mat & M_GLASS && rndm (1, 2) == 1)
+ || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
+ || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
+ || (mat & M_ICE && temp > 32))
+ destroy = 1;
+ }
+
+ /* adjust overall chance below */
+ if (destroy && rndm (0, 1))
+ op->destroy ();
+ }
+}
+
/*
* Updates every button on the map (by calling update_button() for them).
*/