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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.58 by root, Mon Jun 4 12:19:08 2007 UTC vs.
Revision 1.63 by root, Mon Aug 6 10:54:11 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
36#include <global.h> 35#include <global.h>
37#include <funcpoint.h> 36#include <funcpoint.h>
38#include <material.h> 37#include <material.h>
39 38
40#include <glib.h> 39#include <glib.h>
40
41refcnt_base::refcnt_t refcnt_dummy;
41 42
42rand_gen rndm; 43rand_gen rndm;
43 44
44void 45void
45tausworthe_random_generator::seed (uint32_t seed) 46tausworthe_random_generator::seed (uint32_t seed)
204 } 205 }
205 206
206 return total; 207 return total;
207} 208}
208 209
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 */ 210/* convert materialname to materialtype_t */
278 211
279materialtype_t * 212materialtype_t *
280name_to_material (const shstr &name) 213name_to_material (const shstr &name)
281{ 214{
282 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next) 215 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
283 if (name == mt->name) 216 if (name == mt->name)
284 return mt; 217 return mt;
285 218
286 return materialt; 219 return 0;
287} 220}
288 221
289/* when doing transmutation of objects, we have to recheck the resistances, 222/* when doing transmutation of objects, we have to recheck the resistances,
290 * as some that did not apply previously, may apply now. 223 * as some that did not apply previously, may apply now.
291 */ 224 */
327void 260void
328set_materialname (object *op, int difficulty, materialtype_t *nmt) 261set_materialname (object *op, int difficulty, materialtype_t *nmt)
329{ 262{
330 materialtype_t *mt, *lmt; 263 materialtype_t *mt, *lmt;
331 264
332#ifdef NEW_MATERIAL_CODE
333 int j;
334#endif
335
336 if (op->materialname != NULL) 265 if (op->materialname != NULL)
337 return; 266 return;
338 267
339
340
341 if (nmt == NULL) 268 if (nmt == NULL)
342 { 269 {
343 lmt = NULL; 270 lmt = NULL;
344#ifndef NEW_MATERIAL_CODE 271
345 for (mt = materialt; mt && mt->next; mt = mt->next) 272 for (mt = materialt; mt && mt->next; mt = mt->next)
346 { 273 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
347 if (op->materials & mt->material) 274 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
348 { 275 {
349 lmt = mt; 276 lmt = mt;
277 if (!(op->is_weapon () || op->is_armor ()))
350 break; 278 break;
351 } 279 }
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 } 280 }
367 else 281 else
368 {
369 lmt = nmt; 282 lmt = nmt;
370 }
371 283
372 if (lmt != NULL) 284 if (lmt != NULL)
373 { 285 {
374#ifndef NEW_MATERIAL_CODE
375 op->materialname = lmt->name;
376 return;
377#else
378
379 if (op->stats.dam && op->is_weapon ()) 286 if (op->stats.dam && op->is_weapon ())
380 { 287 {
381 op->stats.dam += lmt->damage; 288 op->stats.dam += lmt->damage;
382 if (op->stats.dam < 1) 289 if (op->stats.dam < 1)
383 op->stats.dam = 1; 290 op->stats.dam = 1;
389 op->stats.wc += lmt->wc; 296 op->stats.wc += lmt->wc;
390 if (op->is_armor ()) 297 if (op->is_armor ())
391 { 298 {
392 if (op->stats.ac) 299 if (op->stats.ac)
393 op->stats.ac += lmt->ac; 300 op->stats.ac += lmt->ac;
301
394 for (j = 0; j < NROFATTACKS; j++) 302 for (int j = 0; j < NROFATTACKS; j++)
395 if (op->resist[j] != 0) 303 if (op->resist[j] != 0)
396 { 304 {
397 op->resist[j] += lmt->mod[j]; 305 op->resist[j] += lmt->mod[j];
398 if (op->resist[j] > 100) 306 if (op->resist[j] > 100)
399 op->resist[j] = 100; 307 op->resist[j] = 100;
400 if (op->resist[j] < -100) 308 if (op->resist[j] < -100)
401 op->resist[j] = -100; 309 op->resist[j] = -100;
402 } 310 }
403 } 311 }
312
404 op->materialname = lmt->name; 313 op->materialname = lmt->name;
405 /* dont make it unstackable if it doesn't need to be */ 314 /* dont make it unstackable if it doesn't need to be */
406 if (op->is_weapon () || op->is_armor ()) 315 if (op->is_weapon () || op->is_armor ())
407 { 316 {
408 op->weight = (op->weight * lmt->weight) / 100; 317 op->weight = (op->weight * lmt->weight) / 100;
409 op->value = (op->value * lmt->value) / 100; 318 op->value = (op->value * lmt->value) / 100;
410 } 319 }
411#endif
412 } 320 }
413} 321}
414 322
415/* 323/*
416 * Strip out the media tags from a String. 324 * Strip out the media tags from a String.
722 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL, 630 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
723 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL, 631 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
724 0x2d02ef8dL 632 0x2d02ef8dL
725}; 633};
726 634
635#if 0
636void xyzzy (object_ptr &a, object_ptr &o)
637{
638 asm volatile ("int3");
639 a = o;
640 asm volatile ("int3");
641}
642#endif
727 643

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