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/cvs/deliantra/server/common/treasure.C
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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.50 by root, Thu Apr 19 16:23:46 2007 UTC vs.
Revision 1.58 by root, Sat Apr 28 17:51:57 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{
235 object *tmp; 233 if (flags & GT_ENVIRONMENT)
236 234 {
237 /* 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
238 * 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
239 * 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
240 * by another object. 238 * by another object.
241 */ 239 */
242 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
243 { 241 if (op->type == SPELL)
242 {
243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
244 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
245 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
246 } 256 }
247 else 257 else
248 { 258 {
249 op = creator->insert (op); 259 op = creator->insert (op);
250 260
251 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
252 monster_check_apply (creator, op); 262 monster_check_apply (creator, op);
253 263
254 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
255 esrv_send_item (tmp, op); 266 esrv_send_item (tmp, op);
256 } 267 }
257} 268}
258 269
259/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
260 * in the generated object 271 * in the generated object
358 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
359 change_treasure (t, tmp); 370 change_treasure (t, tmp);
360 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
361 } 372 }
362 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
363} 380}
364 381
365/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
366 * to determine how many list transitions or attempts to create treasure 383 * to determine how many list transitions or attempts to create treasure
367 * 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
379 if (tries++ > 100) 396 if (tries++ > 100)
380 { 397 {
381 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
382 return; 399 return;
383 } 400 }
401
402 if (op->flag [FLAG_TREASURE_ENV])
403 flag |= GT_ENVIRONMENT;
384 404
385 if (tl->total_chance) 405 if (tl->total_chance)
386 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
387 else 407 else
388 create_all_treasures (tl->items, op, flag, difficulty, tries); 408 create_all_treasures (tl->items, op, flag, difficulty, tries);
1566 if (change->msg) 1586 if (change->msg)
1567 op->msg = change->msg; 1587 op->msg = change->msg;
1568} 1588}
1569 1589
1570static int 1590static int
1571legal_artifact_combination (object *op, artifact * art) 1591legal_artifact_combination (object *op, artifact *art)
1572{ 1592{
1573 int neg, success = 0; 1593 int neg, success = 0;
1574 linked_char *tmp; 1594 linked_char *tmp;
1575 const char *name; 1595 const char *name;
1576 1596
1577 if (art->allowed == (linked_char *) NULL) 1597 if (!art->allowed)
1578 return 1; /* Ie, "all" */ 1598 return 1; /* Ie, "all" */
1599
1579 for (tmp = art->allowed; tmp; tmp = tmp->next) 1600 for (tmp = art->allowed; tmp; tmp = tmp->next)
1580 { 1601 {
1581#ifdef TREASURE_VERBOSE 1602#ifdef TREASURE_VERBOSE
1582 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1603 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1583#endif 1604#endif
1594 * everything is allowed except what we match 1615 * everything is allowed except what we match
1595 */ 1616 */
1596 else if (neg) 1617 else if (neg)
1597 success = 1; 1618 success = 1;
1598 } 1619 }
1620
1599 return success; 1621 return success;
1600} 1622}
1601 1623
1602/* 1624/*
1603 * Fixes the given object, giving it the abilities and titles 1625 * Fixes the given object, giving it the abilities and titles

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