1 | |
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2 | /* |
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3 | * static char *rcs_treasure_c = |
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4 | * "$Id: treasure.C,v 1.18 2006/09/14 21:16:11 root Exp $"; |
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5 | */ |
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6 | |
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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 |
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… | |
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. |
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454 | * 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 |
455 | * create_treasure. We create a dummy object that the treasure gets |
449 | * create_treasure. We create a dummy object that the treasure gets |
456 | * inserted into, and then return that treausre |
450 | * inserted into, and then return that treausre |
457 | */ |
451 | */ |
458 | object * |
452 | object * |
459 | generate_treasure (treasurelist * t, int difficulty) |
453 | generate_treasure (treasurelist *t, int difficulty) |
460 | { |
454 | { |
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455 | difficulty = clamp (difficulty, 1, settings.max_level); |
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456 | |
461 | object *ob = get_object (), *tmp; |
457 | object *ob = object::create (), *tmp; |
462 | |
458 | |
463 | create_treasure (t, ob, 0, difficulty, 0); |
459 | create_treasure (t, ob, 0, difficulty, 0); |
464 | |
460 | |
465 | /* 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 */ |
466 | tmp = ob->inv; |
462 | tmp = ob->inv; |
467 | if (tmp != NULL) |
463 | if (tmp != NULL) |
468 | remove_ob (tmp); |
464 | tmp->remove (); |
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465 | |
469 | if (ob->inv) |
466 | if (ob->inv) |
470 | { |
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471 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
467 | LOG (llevError, "In generate treasure, created multiple objects.\n"); |
472 | } |
468 | |
473 | free_object (ob); |
469 | ob->destroy (); |
474 | return tmp; |
470 | return tmp; |
475 | } |
471 | } |
476 | |
472 | |
477 | /* |
473 | /* |
478 | * 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 |
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855 | } |
851 | } |
856 | |
852 | |
857 | if (difficulty < 1) |
853 | if (difficulty < 1) |
858 | difficulty = 1; |
854 | difficulty = 1; |
859 | |
855 | |
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856 | if (INVOKE_OBJECT (ADD_BONUS, op, |
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857 | ARG_OBJECT (creator != op ? creator : 0), |
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858 | ARG_INT (difficulty), ARG_INT (max_magic), |
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859 | ARG_INT (flags))) |
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860 | return; |
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861 | |
860 | if (!(flags & GT_MINIMAL)) |
862 | if (!(flags & GT_MINIMAL)) |
861 | { |
863 | { |
862 | if (op->arch == crown_arch) |
864 | if (op->arch == crown_arch) |
863 | { |
865 | { |
864 | set_magic (difficulty, op, max_magic, flags); |
866 | set_magic (difficulty, op, max_magic, flags); |
… | |
… | |
999 | op->value *= 5; /* Since it's not just decoration */ |
1001 | op->value *= 5; /* Since it's not just decoration */ |
1000 | |
1002 | |
1001 | case RING: |
1003 | case RING: |
1002 | if (op->arch == NULL) |
1004 | if (op->arch == NULL) |
1003 | { |
1005 | { |
1004 | remove_ob (op); |
1006 | op->destroy (); |
1005 | free_object (op); |
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1006 | op = NULL; |
1007 | op = 0; |
1007 | break; |
1008 | break; |
1008 | } |
1009 | } |
1009 | |
1010 | |
1010 | 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! */ |
1011 | break; |
1012 | break; |
… | |
… | |
1390 | art->chance = (uint16) value; |
1391 | art->chance = (uint16) value; |
1391 | else if (sscanf (cp, "difficulty %d", &value)) |
1392 | else if (sscanf (cp, "difficulty %d", &value)) |
1392 | art->difficulty = (uint8) value; |
1393 | art->difficulty = (uint8) value; |
1393 | else if (!strncmp (cp, "Object", 6)) |
1394 | else if (!strncmp (cp, "Object", 6)) |
1394 | { |
1395 | { |
1395 | art->item = get_object (); |
1396 | art->item = object::create (); |
1396 | |
1397 | |
1397 | if (!load_object (thawer, art->item, 0)) |
1398 | if (!load_object (thawer, art->item, 0)) |
1398 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1399 | LOG (llevError, "Init_Artifacts: Could not load object.\n"); |
1399 | |
1400 | |
1400 | art->item->name = strchr (cp, ' ') + 1; |
1401 | art->item->name = strchr (cp, ' ') + 1; |
… | |
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1511 | { |
1512 | { |
1512 | object *tmp_obj; |
1513 | object *tmp_obj; |
1513 | |
1514 | |
1514 | /* Remove any spells this object currently has in it */ |
1515 | /* Remove any spells this object currently has in it */ |
1515 | while (op->inv) |
1516 | while (op->inv) |
1516 | { |
1517 | op->inv->destroy (); |
1517 | tmp_obj = op->inv; |
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1518 | remove_ob (tmp_obj); |
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1519 | free_object (tmp_obj); |
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1520 | } |
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1521 | |
1518 | |
1522 | tmp_obj = arch_to_object (change->other_arch); |
1519 | tmp_obj = arch_to_object (change->other_arch); |
1523 | insert_ob_in_ob (tmp_obj, op); |
1520 | insert_ob_in_ob (tmp_obj, op); |
1524 | } |
1521 | } |
1525 | /* No harm setting this for potions/horns */ |
1522 | /* No harm setting this for potions/horns */ |
… | |
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1562 | 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; |
1563 | |
1560 | |
1564 | op->item_power = change->item_power; |
1561 | op->item_power = change->item_power; |
1565 | |
1562 | |
1566 | for (i = 0; i < NROFATTACKS; i++) |
1563 | for (i = 0; i < NROFATTACKS; i++) |
1567 | { |
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1568 | if (change->resist[i]) |
1564 | if (change->resist[i]) |
1569 | { |
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1570 | op->resist[i] += change->resist[i]; |
1565 | op->resist[i] += change->resist[i]; |
1571 | } |
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1572 | } |
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1573 | |
1566 | |
1574 | if (change->stats.dam) |
1567 | if (change->stats.dam) |
1575 | { |
1568 | { |
1576 | if (change->stats.dam < 0) |
1569 | if (change->stats.dam < 0) |
1577 | op->stats.dam = (-change->stats.dam); |
1570 | op->stats.dam = (-change->stats.dam); |
… | |
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1855 | free_artifact (at->next); |
1848 | free_artifact (at->next); |
1856 | |
1849 | |
1857 | if (at->allowed) |
1850 | if (at->allowed) |
1858 | free_charlinks (at->allowed); |
1851 | free_charlinks (at->allowed); |
1859 | |
1852 | |
1860 | at->item->free (1); |
1853 | at->item->destroy (1); |
1861 | |
1854 | |
1862 | delete at; |
1855 | delete at; |
1863 | } |
1856 | } |
1864 | |
1857 | |
1865 | void |
1858 | void |
1866 | free_artifactlist (artifactlist * al) |
1859 | free_artifactlist (artifactlist * al) |
1867 | { |
1860 | { |
1868 | artifactlist *nextal; |
1861 | artifactlist *nextal; |
1869 | |
1862 | |
1870 | for (al = first_artifactlist; al != NULL; al = nextal) |
1863 | for (al = first_artifactlist; al; al = nextal) |
1871 | { |
1864 | { |
1872 | nextal = al->next; |
1865 | nextal = al->next; |
1873 | |
1866 | |
1874 | if (al->items) |
1867 | if (al->items) |
1875 | free_artifact (al->items); |
1868 | free_artifact (al->items); |