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/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.16 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.25 by root, Tue Dec 12 22:37:05 2006 UTC

1
2/*
3 * static char *rcs_treasure_c =
4 * "$Id: treasure.C,v 1.16 2006/09/10 16:00:23 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#define ALLOWED_COMBINATION 24#define ALLOWED_COMBINATION
31 25
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
58{ 52{
59 int prev_warn = warn_archetypes; 53 int prev_warn = warn_archetypes;
60 54
61 warn_archetypes = 1; 55 warn_archetypes = 1;
62 if (ring_arch == NULL) 56 if (ring_arch == NULL)
63 ring_arch = find_archetype ("ring"); 57 ring_arch = archetype::find ("ring");
64 if (amulet_arch == NULL) 58 if (amulet_arch == NULL)
65 amulet_arch = find_archetype ("amulet"); 59 amulet_arch = archetype::find ("amulet");
66 if (staff_arch == NULL) 60 if (staff_arch == NULL)
67 staff_arch = find_archetype ("staff"); 61 staff_arch = archetype::find ("staff");
68 if (crown_arch == NULL) 62 if (crown_arch == NULL)
69 crown_arch = find_archetype ("crown"); 63 crown_arch = archetype::find ("crown");
70 warn_archetypes = prev_warn; 64 warn_archetypes = prev_warn;
71} 65}
72 66
73/* 67/*
74 * Allocate and return the pointer to an empty treasurelist structure. 68 * Allocate and return the pointer to an empty treasurelist structure.
119 while (isspace (*cp)) /* Skip blanks */ 113 while (isspace (*cp)) /* Skip blanks */
120 cp++; 114 cp++;
121 115
122 if (sscanf (cp, "arch %s", variable)) 116 if (sscanf (cp, "arch %s", variable))
123 { 117 {
124 if ((t->item = find_archetype (variable)) == NULL) 118 if ((t->item = archetype::find (variable)) == NULL)
125 LOG (llevError, "Treasure lacks archetype: %s\n", variable); 119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
126 } 120 }
127 else if (sscanf (cp, "list %s", variable)) 121 else if (sscanf (cp, "list %s", variable))
128 t->name = variable; 122 t->name = variable;
129 else if (sscanf (cp, "change_name %s", variable)) 123 else if (sscanf (cp, "change_name %s", variable))
259 */ 253 */
260 254
261treasurelist * 255treasurelist *
262find_treasurelist (const char *name) 256find_treasurelist (const char *name)
263{ 257{
264 /* Special cases - randomitems of NULL is to override default. If 258 shstr_cmp name_ (name);
265 * first_treasurelist is null, it means we are on the first pass of 259
266 * of loading archetypes, so for now, just return - second pass will
267 * init these values.
268 */
269 if (!name) 260 if (!name_)
270 return 0; 261 return 0;
271 262
272 if (const char *tmp = shstr::find (name))
273 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next) 263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
274 if (tmp == tl->name) 264 if (name_ == tl->name)
275 return tl; 265 return tl;
276 266
277 if (first_treasurelist) 267 if (first_treasurelist)
278 LOG (llevError, "Couldn't find treasurelist %s\n", name); 268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
279 269
280 return 0; 270 return 0;
458 * it instead takes a treasurelist. It is really just a wrapper around 448 * it instead takes a treasurelist. It is really just a wrapper around
459 * create_treasure. We create a dummy object that the treasure gets 449 * create_treasure. We create a dummy object that the treasure gets
460 * inserted into, and then return that treausre 450 * inserted into, and then return that treausre
461 */ 451 */
462object * 452object *
463generate_treasure (treasurelist * t, int difficulty) 453generate_treasure (treasurelist *t, int difficulty)
464{ 454{
455 difficulty = clamp (difficulty, 1, settings.max_level);
456
465 object *ob = get_object (), *tmp; 457 object *ob = object::create (), *tmp;
466 458
467 create_treasure (t, ob, 0, difficulty, 0); 459 create_treasure (t, ob, 0, difficulty, 0);
468 460
469 /* Don't want to free the object we are about to return */ 461 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 462 tmp = ob->inv;
471 if (tmp != NULL) 463 if (tmp != NULL)
472 remove_ob (tmp); 464 tmp->remove ();
465
473 if (ob->inv) 466 if (ob->inv)
474 {
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 467 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 } 468
477 free_object (ob); 469 ob->destroy ();
478 return tmp; 470 return tmp;
479} 471}
480 472
481/* 473/*
482 * This is a new way of calculating the chance for an item to have 474 * This is a new way of calculating the chance for an item to have
859 } 851 }
860 852
861 if (difficulty < 1) 853 if (difficulty < 1)
862 difficulty = 1; 854 difficulty = 1;
863 855
856 if (INVOKE_OBJECT (ADD_BONUS, op,
857 ARG_OBJECT (creator != op ? creator : 0),
858 ARG_INT (difficulty), ARG_INT (max_magic),
859 ARG_INT (flags)))
860 return;
861
864 if (!(flags & GT_MINIMAL)) 862 if (!(flags & GT_MINIMAL))
865 { 863 {
866 if (op->arch == crown_arch) 864 if (op->arch == crown_arch)
867 { 865 {
868 set_magic (difficulty, op, max_magic, flags); 866 set_magic (difficulty, op, max_magic, flags);
1003 op->value *= 5; /* Since it's not just decoration */ 1001 op->value *= 5; /* Since it's not just decoration */
1004 1002
1005 case RING: 1003 case RING:
1006 if (op->arch == NULL) 1004 if (op->arch == NULL)
1007 { 1005 {
1008 remove_ob (op); 1006 op->destroy ();
1009 free_object (op);
1010 op = NULL; 1007 op = 0;
1011 break; 1008 break;
1012 } 1009 }
1013 1010
1014 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1011 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1015 break; 1012 break;
1394 art->chance = (uint16) value; 1391 art->chance = (uint16) value;
1395 else if (sscanf (cp, "difficulty %d", &value)) 1392 else if (sscanf (cp, "difficulty %d", &value))
1396 art->difficulty = (uint8) value; 1393 art->difficulty = (uint8) value;
1397 else if (!strncmp (cp, "Object", 6)) 1394 else if (!strncmp (cp, "Object", 6))
1398 { 1395 {
1399 art->item = get_object (); 1396 art->item = object::create ();
1400 1397
1401 if (!load_object (thawer, art->item, 0)) 1398 if (!load_object (thawer, art->item, 0))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1399 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403 1400
1404 art->item->name = strchr (cp, ' ') + 1; 1401 art->item->name = strchr (cp, ' ') + 1;
1515 { 1512 {
1516 object *tmp_obj; 1513 object *tmp_obj;
1517 1514
1518 /* Remove any spells this object currently has in it */ 1515 /* Remove any spells this object currently has in it */
1519 while (op->inv) 1516 while (op->inv)
1520 { 1517 op->inv->destroy ();
1521 tmp_obj = op->inv;
1522 remove_ob (tmp_obj);
1523 free_object (tmp_obj);
1524 }
1525 1518
1526 tmp_obj = arch_to_object (change->other_arch); 1519 tmp_obj = arch_to_object (change->other_arch);
1527 insert_ob_in_ob (tmp_obj, op); 1520 insert_ob_in_ob (tmp_obj, op);
1528 } 1521 }
1529 /* No harm setting this for potions/horns */ 1522 /* No harm setting this for potions/horns */
1566 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1559 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1567 1560
1568 op->item_power = change->item_power; 1561 op->item_power = change->item_power;
1569 1562
1570 for (i = 0; i < NROFATTACKS; i++) 1563 for (i = 0; i < NROFATTACKS; i++)
1571 {
1572 if (change->resist[i]) 1564 if (change->resist[i])
1573 {
1574 op->resist[i] += change->resist[i]; 1565 op->resist[i] += change->resist[i];
1575 }
1576 }
1577 1566
1578 if (change->stats.dam) 1567 if (change->stats.dam)
1579 { 1568 {
1580 if (change->stats.dam < 0) 1569 if (change->stats.dam < 0)
1581 op->stats.dam = (-change->stats.dam); 1570 op->stats.dam = (-change->stats.dam);
1859 free_artifact (at->next); 1848 free_artifact (at->next);
1860 1849
1861 if (at->allowed) 1850 if (at->allowed)
1862 free_charlinks (at->allowed); 1851 free_charlinks (at->allowed);
1863 1852
1864 at->item->free (1); 1853 at->item->destroy (1);
1865 1854
1866 delete at; 1855 delete at;
1867} 1856}
1868 1857
1869void 1858void
1870free_artifactlist (artifactlist * al) 1859free_artifactlist (artifactlist * al)
1871{ 1860{
1872 artifactlist *nextal; 1861 artifactlist *nextal;
1873 1862
1874 for (al = first_artifactlist; al != NULL; al = nextal) 1863 for (al = first_artifactlist; al; al = nextal)
1875 { 1864 {
1876 nextal = al->next; 1865 nextal = al->next;
1877 1866
1878 if (al->items) 1867 if (al->items)
1879 free_artifact (al->items); 1868 free_artifact (al->items);

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