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/cvs/deliantra/server/common/treasure.C
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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.52 by root, Thu Apr 19 19:24:25 2007 UTC vs.
Revision 1.59 by root, Sun Apr 29 00:19:16 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
197 197
198 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
201 */ 201 */
202 tl->total_chance = 0;
203
204 if (one) 202 if (one)
205 { 203 {
206 for (treasure *t = tl->items; t; t = t->next) 204 for (treasure *t = tl->items; t; t = t->next)
207 { 205 {
208 if (t->next_yes || t->next_no) 206 if (t->next_yes || t->next_no)
230 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
231 */ 229 */
232static void 230static void
233put_treasure (object *op, object *creator, int flags) 231put_treasure (object *op, object *creator, int flags)
234{ 232{
233 if (flags & GT_ENVIRONMENT)
234 {
235 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
236 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
237 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
238 * by another object. 238 * by another object.
239 */ 239 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 241 if (op->type == SPELL)
242 {
243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
242 if (ob_blocked (op, creator->map, creator->x, creator->y)) 249 if (ob_blocked (op, creator->map, creator->x, creator->y))
243 op->destroy (); 250 op->destroy ();
244 else 251 else
245 { 252 {
246 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
362 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
363 change_treasure (t, tmp); 370 change_treasure (t, tmp);
364 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
365 } 372 }
366 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
367} 380}
368 381
369/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
370 * to determine how many list transitions or attempts to create treasure 383 * to determine how many list transitions or attempts to create treasure
371 * have been made. It is really in place to prevent infinite loops with 384 * have been made. It is really in place to prevent infinite loops with
382 395
383 if (tries++ > 100) 396 if (tries++ > 100)
384 { 397 {
385 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
386 return; 399 return;
400 }
401
402 if (op->flag [FLAG_TREASURE_ENV])
403 {
404 // do not generate items when there already is something above the object
405 if (op->flag [FLAG_IS_FLOOR] && op->above)
406 return;
407
408 flag |= GT_ENVIRONMENT;
387 } 409 }
388 410
389 if (tl->total_chance) 411 if (tl->total_chance)
390 create_one_treasure (tl, op, flag, difficulty, tries); 412 create_one_treasure (tl, op, flag, difficulty, tries);
391 else 413 else

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