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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.56 by root, Thu May 17 21:32:08 2007 UTC vs.
Revision 1.61 by root, Tue Jul 10 05:51:37 2007 UTC

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.
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 */
210void
211maptile::decay_objects ()
212{
213 if (!spaces)
214 return;
215
216 for (mapspace *ms = spaces + size (); ms-- > spaces; )
217 for (object *above, *op = ms->bot; op; op = above)
218 {
219 above = op->above;
220
221 bool destroy = 0;
222
223 // do not decay anything above unique floor tiles (yet :)
224 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
225 break;
226
227 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
228 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
229 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
230 || QUERY_FLAG (op, FLAG_UNIQUE)
231 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
232 || QUERY_FLAG (op, FLAG_UNPAID)
233 || op->is_alive ())
234 ; // do not decay
235 else if (op->is_weapon ())
236 {
237 op->stats.dam--;
238 if (op->stats.dam < 0)
239 destroy = 1;
240 }
241 else if (op->is_armor ())
242 {
243 op->stats.ac--;
244 if (op->stats.ac < 0)
245 destroy = 1;
246 }
247 else if (op->type == FOOD)
248 {
249 op->stats.food -= rndm (5, 20);
250 if (op->stats.food < 0)
251 destroy = 1;
252 }
253 else
254 {
255 int mat = op->materials;
256
257 if (mat & M_PAPER
258 || mat & M_LEATHER
259 || mat & M_WOOD
260 || mat & M_ORGANIC
261 || mat & M_CLOTH
262 || mat & M_LIQUID
263 || (mat & M_IRON && rndm (1, 5) == 1)
264 || (mat & M_GLASS && rndm (1, 2) == 1)
265 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
266 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
267 || (mat & M_ICE && temp > 32))
268 destroy = 1;
269 }
270
271 /* adjust overall chance below */
272 if (destroy && rndm (0, 1))
273 op->destroy ();
274 }
275}
276
277/* convert materialname to materialtype_t */ 208/* convert materialname to materialtype_t */
278 209
279materialtype_t * 210materialtype_t *
280name_to_material (const shstr &name) 211name_to_material (const shstr &name)
281{ 212{
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)
327void 258void
328set_materialname (object *op, int difficulty, materialtype_t *nmt) 259set_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
333 int j;
334#endif
335
336 if (op->materialname != NULL) 263 if (op->materialname != NULL)
337 return; 264 return;
338 265
339
340
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;
275 if (!(op->is_weapon () || op->is_armor ()))
350 break; 276 break;
351 } 277 }
352 }
353
354#else
355 for (mt = materialt; mt && mt->next; mt = mt->next)
356 {
357 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
358 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
359 {
360 lmt = mt;
361 if (!(op->is_weapon () || op->is_armor ()))
362 break;
363 }
364 }
365#endif
366 } 278 }
367 else 279 else
368 {
369 lmt = nmt; 280 lmt = nmt;
370 }
371 281
372 if (lmt != NULL) 282 if (lmt != NULL)
373 { 283 {
374#ifndef NEW_MATERIAL_CODE
375 op->materialname = lmt->name;
376 return;
377#else
378
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;
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 }
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
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.

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