1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* |
24 | /* |
26 | * General convenience functions for crossfire. |
25 | * General convenience functions for crossfire. |
27 | */ |
26 | */ |
… | |
… | |
204 | } |
203 | } |
205 | |
204 | |
206 | return total; |
205 | return total; |
207 | } |
206 | } |
208 | |
207 | |
209 | /* decay and destroy perishable items in a map */ |
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210 | void |
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211 | maptile::decay_objects () |
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212 | { |
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213 | if (!spaces) |
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214 | return; |
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215 | |
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216 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
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217 | for (object *above, *op = ms->bot; op; op = above) |
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218 | { |
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219 | above = op->above; |
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220 | |
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221 | bool destroy = 0; |
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222 | |
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223 | // do not decay anything above unique floor tiles (yet :) |
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224 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
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225 | break; |
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226 | |
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227 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) |
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228 | || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) |
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229 | || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) |
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230 | || QUERY_FLAG (op, FLAG_UNIQUE) |
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231 | || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) |
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232 | || QUERY_FLAG (op, FLAG_UNPAID) |
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233 | || op->is_alive ()) |
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234 | ; // do not decay |
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235 | else if (op->is_weapon ()) |
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236 | { |
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237 | op->stats.dam--; |
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238 | if (op->stats.dam < 0) |
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239 | destroy = 1; |
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240 | } |
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241 | else if (op->is_armor ()) |
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242 | { |
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243 | op->stats.ac--; |
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244 | if (op->stats.ac < 0) |
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245 | destroy = 1; |
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246 | } |
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247 | else if (op->type == FOOD) |
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248 | { |
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249 | op->stats.food -= rndm (5, 20); |
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250 | if (op->stats.food < 0) |
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251 | destroy = 1; |
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252 | } |
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253 | else |
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254 | { |
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255 | int mat = op->materials; |
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256 | |
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257 | if (mat & M_PAPER |
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258 | || mat & M_LEATHER |
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259 | || mat & M_WOOD |
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260 | || mat & M_ORGANIC |
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261 | || mat & M_CLOTH |
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262 | || mat & M_LIQUID |
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263 | || (mat & M_IRON && rndm (1, 5) == 1) |
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264 | || (mat & M_GLASS && rndm (1, 2) == 1) |
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265 | || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) |
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266 | || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) |
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267 | || (mat & M_ICE && temp > 32)) |
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268 | destroy = 1; |
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269 | } |
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270 | |
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271 | /* adjust overall chance below */ |
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272 | if (destroy && rndm (0, 1)) |
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273 | op->destroy (); |
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274 | } |
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275 | } |
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276 | |
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277 | /* convert materialname to materialtype_t */ |
208 | /* convert materialname to materialtype_t */ |
278 | |
209 | |
279 | materialtype_t * |
210 | materialtype_t * |
280 | name_to_material (const shstr &name) |
211 | name_to_material (const shstr &name) |
281 | { |
212 | { |
282 | for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next) |
213 | for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next) |
283 | if (name == mt->name) |
214 | if (name == mt->name) |
284 | return mt; |
215 | return mt; |
285 | |
216 | |
286 | return materialt; |
217 | return 0; |
287 | } |
218 | } |
288 | |
219 | |
289 | /* when doing transmutation of objects, we have to recheck the resistances, |
220 | /* when doing transmutation of objects, we have to recheck the resistances, |
290 | * as some that did not apply previously, may apply now. |
221 | * as some that did not apply previously, may apply now. |
291 | */ |
222 | */ |
… | |
… | |
306 | return; |
237 | return; |
307 | |
238 | |
308 | mt = name_to_material (op->materialname); |
239 | mt = name_to_material (op->materialname); |
309 | if (!mt) |
240 | if (!mt) |
310 | { |
241 | { |
311 | LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); |
242 | LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname); |
312 | return; |
243 | return; |
313 | } |
244 | } |
314 | |
245 | |
315 | for (j = 0; j < NROFATTACKS; j++) |
246 | for (j = 0; j < NROFATTACKS; j++) |
316 | if (op->resist[j] == 0 && change->resist[j] != 0) |
247 | if (op->resist[j] == 0 && change->resist[j] != 0) |
… | |
… | |
327 | void |
258 | void |
328 | set_materialname (object *op, int difficulty, materialtype_t *nmt) |
259 | set_materialname (object *op, int difficulty, materialtype_t *nmt) |
329 | { |
260 | { |
330 | materialtype_t *mt, *lmt; |
261 | materialtype_t *mt, *lmt; |
331 | |
262 | |
332 | #ifdef NEW_MATERIAL_CODE |
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333 | int j; |
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334 | #endif |
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335 | |
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336 | if (op->materialname != NULL) |
263 | if (op->materialname != NULL) |
337 | return; |
264 | return; |
338 | |
265 | |
339 | |
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340 | |
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341 | if (nmt == NULL) |
266 | if (nmt == NULL) |
342 | { |
267 | { |
343 | lmt = NULL; |
268 | lmt = NULL; |
344 | #ifndef NEW_MATERIAL_CODE |
269 | |
345 | for (mt = materialt; mt && mt->next; mt = mt->next) |
270 | for (mt = materialt; mt && mt->next; mt = mt->next) |
346 | { |
271 | if (op->materials & mt->material && rndm (1, 100) <= mt->chance && |
347 | if (op->materials & mt->material) |
272 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
348 | { |
273 | { |
349 | lmt = mt; |
274 | lmt = mt; |
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275 | if (!(op->is_weapon () || op->is_armor ())) |
350 | break; |
276 | break; |
351 | } |
277 | } |
352 | } |
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353 | |
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354 | #else |
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355 | for (mt = materialt; mt && mt->next; mt = mt->next) |
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356 | { |
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357 | if (op->materials & mt->material && rndm (1, 100) <= mt->chance && |
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358 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
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359 | { |
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360 | lmt = mt; |
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361 | if (!(op->is_weapon () || op->is_armor ())) |
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362 | break; |
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363 | } |
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364 | } |
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365 | #endif |
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366 | } |
278 | } |
367 | else |
279 | else |
368 | { |
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369 | lmt = nmt; |
280 | lmt = nmt; |
370 | } |
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371 | |
281 | |
372 | if (lmt != NULL) |
282 | if (lmt != NULL) |
373 | { |
283 | { |
374 | #ifndef NEW_MATERIAL_CODE |
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375 | op->materialname = lmt->name; |
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376 | return; |
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377 | #else |
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378 | |
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379 | if (op->stats.dam && op->is_weapon ()) |
284 | if (op->stats.dam && op->is_weapon ()) |
380 | { |
285 | { |
381 | op->stats.dam += lmt->damage; |
286 | op->stats.dam += lmt->damage; |
382 | if (op->stats.dam < 1) |
287 | if (op->stats.dam < 1) |
383 | op->stats.dam = 1; |
288 | op->stats.dam = 1; |
… | |
… | |
389 | op->stats.wc += lmt->wc; |
294 | op->stats.wc += lmt->wc; |
390 | if (op->is_armor ()) |
295 | if (op->is_armor ()) |
391 | { |
296 | { |
392 | if (op->stats.ac) |
297 | if (op->stats.ac) |
393 | op->stats.ac += lmt->ac; |
298 | op->stats.ac += lmt->ac; |
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299 | |
394 | for (j = 0; j < NROFATTACKS; j++) |
300 | for (int j = 0; j < NROFATTACKS; j++) |
395 | if (op->resist[j] != 0) |
301 | if (op->resist[j] != 0) |
396 | { |
302 | { |
397 | op->resist[j] += lmt->mod[j]; |
303 | op->resist[j] += lmt->mod[j]; |
398 | if (op->resist[j] > 100) |
304 | if (op->resist[j] > 100) |
399 | op->resist[j] = 100; |
305 | op->resist[j] = 100; |
400 | if (op->resist[j] < -100) |
306 | if (op->resist[j] < -100) |
401 | op->resist[j] = -100; |
307 | op->resist[j] = -100; |
402 | } |
308 | } |
403 | } |
309 | } |
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310 | |
404 | op->materialname = lmt->name; |
311 | op->materialname = lmt->name; |
405 | /* dont make it unstackable if it doesn't need to be */ |
312 | /* dont make it unstackable if it doesn't need to be */ |
406 | if (op->is_weapon () || op->is_armor ()) |
313 | if (op->is_weapon () || op->is_armor ()) |
407 | { |
314 | { |
408 | op->weight = (op->weight * lmt->weight) / 100; |
315 | op->weight = (op->weight * lmt->weight) / 100; |
409 | op->value = (op->value * lmt->value) / 100; |
316 | op->value = (op->value * lmt->value) / 100; |
410 | } |
317 | } |
411 | #endif |
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412 | } |
318 | } |
413 | } |
319 | } |
414 | |
320 | |
415 | /* |
321 | /* |
416 | * Strip out the media tags from a String. |
322 | * Strip out the media tags from a String. |