--- deliantra/server/common/utils.C 2007/05/28 21:21:40 1.57
+++ deliantra/server/common/utils.C 2007/07/10 07:31:20 1.62
@@ -1,23 +1,22 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License as published by the Free
- * Software Foundation; either version 2 of the License, or (at your option)
- * any later version.
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
*
- * This program is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
- * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
- * for more details.
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License along
- * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
- * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
@@ -206,74 +205,6 @@
return total;
}
-/* decay and destroy perishable items in a map */
-void
-maptile::decay_objects ()
-{
- if (!spaces)
- return;
-
- for (mapspace *ms = spaces + size (); ms-- > spaces; )
- for (object *above, *op = ms->bot; op; op = above)
- {
- above = op->above;
-
- bool destroy = 0;
-
- // do not decay anything above unique floor tiles (yet :)
- if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
- break;
-
- if (QUERY_FLAG (op, FLAG_IS_FLOOR)
- || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
- || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
- || QUERY_FLAG (op, FLAG_UNIQUE)
- || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
- || QUERY_FLAG (op, FLAG_UNPAID)
- || op->is_alive ())
- ; // do not decay
- else if (op->is_weapon ())
- {
- op->stats.dam--;
- if (op->stats.dam < 0)
- destroy = 1;
- }
- else if (op->is_armor ())
- {
- op->stats.ac--;
- if (op->stats.ac < 0)
- destroy = 1;
- }
- else if (op->type == FOOD)
- {
- op->stats.food -= rndm (5, 20);
- if (op->stats.food < 0)
- destroy = 1;
- }
- else
- {
- int mat = op->materials;
-
- if (mat & M_PAPER
- || mat & M_LEATHER
- || mat & M_WOOD
- || mat & M_ORGANIC
- || mat & M_CLOTH
- || mat & M_LIQUID
- || (mat & M_IRON && rndm (1, 5) == 1)
- || (mat & M_GLASS && rndm (1, 2) == 1)
- || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
- || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
- || (mat & M_ICE && temp > 32))
- destroy = 1;
- }
-
- /* adjust overall chance below */
- if (destroy && rndm (0, 1))
- op->destroy ();
- }
-}
-
/* convert materialname to materialtype_t */
materialtype_t *
@@ -283,7 +214,7 @@
if (name == mt->name)
return mt;
- return materialt;
+ return 0;
}
/* when doing transmutation of objects, we have to recheck the resistances,
@@ -308,7 +239,7 @@
mt = name_to_material (op->materialname);
if (!mt)
{
- LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
+ LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
return;
}
@@ -329,53 +260,27 @@
{
materialtype_t *mt, *lmt;
-#ifdef NEW_MATERIAL_CODE
- int j;
-#endif
-
if (op->materialname != NULL)
return;
-
-
if (nmt == NULL)
{
lmt = NULL;
-#ifndef NEW_MATERIAL_CODE
- for (mt = materialt; mt && mt->next; mt = mt->next)
- {
- if (op->materials & mt->material)
- {
- lmt = mt;
- break;
- }
- }
-#else
for (mt = materialt; mt && mt->next; mt = mt->next)
- {
- if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
- difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
- {
- lmt = mt;
- if (!(op->is_weapon () || op->is_armor ()))
- break;
- }
- }
-#endif
+ if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
+ difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
+ {
+ lmt = mt;
+ if (!(op->is_weapon () || op->is_armor ()))
+ break;
+ }
}
else
- {
- lmt = nmt;
- }
+ lmt = nmt;
if (lmt != NULL)
{
-#ifndef NEW_MATERIAL_CODE
- op->materialname = lmt->name;
- return;
-#else
-
if (op->stats.dam && op->is_weapon ())
{
op->stats.dam += lmt->damage;
@@ -391,7 +296,8 @@
{
if (op->stats.ac)
op->stats.ac += lmt->ac;
- for (j = 0; j < NROFATTACKS; j++)
+
+ for (int j = 0; j < NROFATTACKS; j++)
if (op->resist[j] != 0)
{
op->resist[j] += lmt->mod[j];
@@ -401,6 +307,7 @@
op->resist[j] = -100;
}
}
+
op->materialname = lmt->name;
/* dont make it unstackable if it doesn't need to be */
if (op->is_weapon () || op->is_armor ())
@@ -408,7 +315,6 @@
op->weight = (op->weight * lmt->weight) / 100;
op->value = (op->value * lmt->value) / 100;
}
-#endif
}
}