--- deliantra/server/common/treasure.C 2007/04/21 22:05:52 1.55 +++ deliantra/server/common/treasure.C 2007/06/04 12:19:08 1.62 @@ -1,25 +1,25 @@ /* - * CrossFire, A Multiplayer game + * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program 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 2 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 this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * 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 + * + * The authors can be reached via e-mail to */ /* TREASURE_DEBUG does some checking on the treasurelists after loading. @@ -199,15 +199,13 @@ * Add up the chance total, and check to make sure the yes & no * fields of the treasures are not being used. */ - tl->total_chance = 0; - if (one) { for (treasure *t = tl->items; t; t = t->next) { if (t->next_yes || t->next_no) { - LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); + LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name); LOG (llevError, " the next_yes or next_no field is set\n"); } @@ -232,13 +230,20 @@ static void put_treasure (object *op, object *creator, int flags) { - /* Bit of a hack - spells should never be put onto the map. The entire - * treasure stuff is a problem - there is no clear idea of knowing - * this is the original object, or if this is an object that should be created - * by another object. - */ - if (flags & GT_ENVIRONMENT && op->type != SPELL) + if (flags & GT_ENVIRONMENT) { + /* Bit of a hack - spells should never be put onto the map. The entire + * treasure stuff is a problem - there is no clear idea of knowing + * this is the original object, or if this is an object that should be created + * by another object. + */ + //TODO: flag such as objects... as such (no drop, anybody?) + if (op->type == SPELL) + { + op->destroy (); + return; + } + op->expand_tail (); if (ob_blocked (op, creator->map, creator->x, creator->y)) @@ -368,6 +373,12 @@ } } +void +object::create_treasure (treasurelist *tl, int flags) +{ + ::create_treasure (tl, this, flags, map ? map->difficulty : 0); +} + /* This calls the appropriate treasure creation function. tries is passed * to determine how many list transitions or attempts to create treasure * have been made. It is really in place to prevent infinite loops with @@ -388,6 +399,15 @@ return; } + if (op->flag [FLAG_TREASURE_ENV]) + { + // do not generate items when there already is something above the object + if (op->flag [FLAG_IS_FLOOR] && op->above) + return; + + flag |= GT_ENVIRONMENT; + } + if (tl->total_chance) create_one_treasure (tl, op, flag, difficulty, tries); else @@ -630,7 +650,7 @@ case 4: case 5: case 6: - set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); + op->stats.stat (r) += bonus; break; case 7: @@ -1250,7 +1270,7 @@ for (at = first_archetype; at != NULL; at = at->next) if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) { - fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); + fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->archname); if (at->clone.randomitems != NULL) dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); else @@ -1400,7 +1420,7 @@ } for (i = 0; i < NUM_STATS; i++) - change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); + change_attr_value (&(op->stats), i, change->stats.stat (i)); op->attacktype |= change->attacktype; op->path_attuned |= change->path_attuned; @@ -1594,7 +1614,7 @@ name = tmp->name, neg = 0; /* If we match name, then return the opposite of 'neg' */ - if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) + if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) return !neg; /* Set success as true, since if the match was an inverse, it means