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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.57 by root, Tue Apr 24 00:42:02 2007 UTC vs.
Revision 1.72 by root, Sun Apr 20 00:44:12 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
23 */ 22 */
24 23
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
140 139
141 f.next (); 140 f.next ();
142 141
143 for (;;) 142 for (;;)
144 { 143 {
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 149 t->item = archetype::find (f.get_str ());
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 goto error;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
197 208
198 /* This is a one of the many items on the list should be generated. 209 /* 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 210 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
201 */ 212 */
202 tl->total_chance = 0;
203
204 if (one) 213 if (one)
205 { 214 {
206 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
207 { 216 {
208 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
209 { 218 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 221 }
213 222
214 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
215 } 224 }
246 return; 255 return;
247 } 256 }
248 257
249 op->expand_tail (); 258 op->expand_tail ();
250 259
251 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (op->blocked (creator->map, creator->x, creator->y))
252 op->destroy (); 261 op->destroy ();
253 else 262 else
254 { 263 {
255 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
302 else 311 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
304 } 313 }
305 else 314 else
306 { 315 {
307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
308 { 317 {
309 object *tmp = arch_to_object (t->item); 318 object *tmp = arch_to_object (t->item);
310 319
311 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
312 tmp->nrof = rndm (t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
359 create_treasure (tl, op, flag, difficulty, tries); 368 create_treasure (tl, op, flag, difficulty, tries);
360 } 369 }
361 else if (t->nrof) 370 else if (t->nrof)
362 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
363 } 372 }
364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
365 { 374 {
366 if (object *tmp = arch_to_object (t->item)) 375 if (object *tmp = arch_to_object (t->item))
367 { 376 {
368 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
369 tmp->nrof = rndm (t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
397 406
398 if (tries++ > 100) 407 if (tries++ > 100)
399 { 408 {
400 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
401 return; 410 return;
411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
402 } 420 }
403 421
404 if (tl->total_chance) 422 if (tl->total_chance)
405 create_one_treasure (tl, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
406 else 424 else
483 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
484 */ 502 */
485int 503int
486level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
487{ 505{
488 int olevel = 0;
489
490 if (!op->inv) 506 if (!op->inv)
491 { 507 {
492 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
493 return 0; 509 return 0;
494 } 510 }
495 511
496 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
497 513
498 if (olevel <= 0) 514 if (olevel <= 0)
499 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
500 516
501 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL);
502 olevel = MAXLEVEL;
503
504 return olevel;
505} 518}
506 519
507/* 520/*
508 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
509 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
565 578
566 op->magic = magic; 579 op->magic = magic;
567 if (op->arch) 580 if (op->arch)
568 { 581 {
569 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
570 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
571 584
572 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
573 magic = (-magic); 586 magic = (-magic);
574 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
575 } 588 }
576 else 589 else
577 { 590 {
578 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
641 case 2: 654 case 2:
642 case 3: 655 case 3:
643 case 4: 656 case 4:
644 case 5: 657 case 5:
645 case 6: 658 case 6:
646 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
647 break; 660 break;
648 661
649 case 7: 662 case 7:
650 op->stats.dam += bonus; 663 op->stats.dam += bonus;
651 break; 664 break;
815 ARG_INT (flags))) 828 ARG_INT (flags)))
816 return; 829 return;
817 830
818 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
819 { 832 {
820 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
821 { 834 {
822 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
823 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
824 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
825 } 838 }
830 843
831 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
832 845
833 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
834 || op->type == HORN 847 || op->type == HORN
835 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 848 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
836 * used for shop_floors or treasures */
837 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
838 } 850 }
839 851
840 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
841 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
883 { 895 {
884 if (op->type == POTION) 896 if (op->type == POTION)
885 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
886 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
887 { 899 {
888 object *tmp;
889
890 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
891 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
892 op->stats.sp = 0; 902 op->stats.sp = 0;
893 } 903 }
894 } 904 }
895 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
953 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
954 break; 964 break;
955 } 965 }
956 966
957 case AMULET: 967 case AMULET:
958 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
959 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
960 970
961 case RING: 971 case RING:
962 if (op->arch == NULL) 972 if (!op->arch) // wtf? schmorp
963 { 973 {
964 op->destroy (); 974 op->destroy ();
965 op = 0; 975 op = 0;
966 break; 976 break;
967 } 977 }
968 978
969 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 979 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
970 break; 980 break;
971 981
972 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
973 SET_FLAG (op, FLAG_CURSED); 983 SET_FLAG (op, FLAG_CURSED);
974 984
1127 * Allocate and return the pointer to an empty artifactlist structure. 1137 * Allocate and return the pointer to an empty artifactlist structure.
1128 */ 1138 */
1129static artifactlist * 1139static artifactlist *
1130get_empty_artifactlist (void) 1140get_empty_artifactlist (void)
1131{ 1141{
1132 return salloc0 <artifactlist> (); 1142 return salloc0<artifactlist> ();
1133} 1143}
1134 1144
1135/* 1145/*
1136 * Allocate and return the pointer to an empty artifact structure. 1146 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1147 */
1138static artifact * 1148static artifact *
1139get_empty_artifact (void) 1149get_empty_artifact (void)
1140{ 1150{
1141 return salloc0 <artifact> (); 1151 return salloc0<artifact> ();
1142} 1152}
1143 1153
1144/* 1154/*
1145 * Searches the artifact lists and returns one that has the same type 1155 * Searches the artifact lists and returns one that has the same type
1146 * of objects on it. 1156 * of objects on it.
1151 for (artifactlist *al = first_artifactlist; al; al = al->next) 1161 for (artifactlist *al = first_artifactlist; al; al = al->next)
1152 if (al->type == type) 1162 if (al->type == type)
1153 return al; 1163 return al;
1154 1164
1155 return 0; 1165 return 0;
1156}
1157
1158/*
1159 * For debugging purposes. Dumps all tables.
1160 */
1161void
1162dump_artifacts (void)
1163{
1164 artifactlist *al;
1165 artifact *art;
1166 linked_char *next;
1167
1168 fprintf (logfile, "\n");
1169 for (al = first_artifactlist; al != NULL; al = al->next)
1170 {
1171 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1172 for (art = al->items; art != NULL; art = art->next)
1173 {
1174 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1175 if (art->allowed != NULL)
1176 {
1177 fprintf (logfile, "\tallowed combinations:");
1178 for (next = art->allowed; next != NULL; next = next->next)
1179 fprintf (logfile, "%s,", &next->name);
1180 fprintf (logfile, "\n");
1181 }
1182 }
1183 }
1184 fprintf (logfile, "\n");
1185}
1186
1187/*
1188 * For debugging purposes. Dumps all treasures recursively (see below).
1189 */
1190void
1191dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1192{
1193 treasurelist *tl;
1194 int i;
1195
1196 if (depth > 100)
1197 return;
1198
1199 while (t)
1200 {
1201 if (t->name)
1202 {
1203 for (i = 0; i < depth; i++)
1204 fprintf (logfile, " ");
1205
1206 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207
1208 tl = treasurelist::find (t->name);
1209 if (tl)
1210 dump_monster_treasure_rec (name, tl->items, depth + 2);
1211
1212 for (i = 0; i < depth; i++)
1213 fprintf (logfile, " ");
1214
1215 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1216 }
1217 else
1218 {
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 if (t->item && t->item->clone.type == FLESH)
1223 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1224 else
1225 fprintf (logfile, "%s\n", &t->item->clone.name);
1226 }
1227
1228 if (t->next_yes)
1229 {
1230 for (i = 0; i < depth; i++)
1231 fprintf (logfile, " ");
1232
1233 fprintf (logfile, " (if yes)\n");
1234 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1235 }
1236
1237 if (t->next_no)
1238 {
1239 for (i = 0; i < depth; i++)
1240 fprintf (logfile, " ");
1241
1242 fprintf (logfile, " (if no)\n");
1243 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1244 }
1245
1246 t = t->next;
1247 }
1248}
1249
1250/*
1251 * For debugging purposes. Dumps all treasures for a given monster.
1252 * Created originally by Raphael Quinet for debugging the alchemy code.
1253 */
1254void
1255dump_monster_treasure (const char *name)
1256{
1257 archetype *at;
1258 int found;
1259
1260 found = 0;
1261 fprintf (logfile, "\n");
1262
1263 for (at = first_archetype; at != NULL; at = at->next)
1264 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1265 {
1266 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1267 if (at->clone.randomitems != NULL)
1268 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1269 else
1270 fprintf (logfile, "(nothing)\n");
1271
1272 fprintf (logfile, "\n");
1273 found++;
1274 }
1275
1276 if (found == 0)
1277 fprintf (logfile, "No objects have the name %s!\n\n", name);
1278} 1166}
1279 1167
1280/* 1168/*
1281 * Builds up the lists of artifacts from the file in the libdir. 1169 * Builds up the lists of artifacts from the file in the libdir.
1282 */ 1170 */
1296 sprintf (filename, "%s/artifacts", settings.datadir); 1184 sprintf (filename, "%s/artifacts", settings.datadir);
1297 object_thawer f (filename); 1185 object_thawer f (filename);
1298 1186
1299 if (!f) 1187 if (!f)
1300 return; 1188 return;
1301
1302 f.next ();
1303 1189
1304 for (;;) 1190 for (;;)
1305 { 1191 {
1306 switch (f.kw) 1192 switch (f.kw)
1307 { 1193 {
1411#endif 1297#endif
1412 op->face = change->face; 1298 op->face = change->face;
1413 } 1299 }
1414 1300
1415 for (i = 0; i < NUM_STATS; i++) 1301 for (i = 0; i < NUM_STATS; i++)
1416 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1417 1303
1418 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1419 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1420 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1421 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1605 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1606 else 1492 else
1607 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1608 1494
1609 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1610 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1611 return !neg; 1497 return !neg;
1612 1498
1613 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1614 * everything is allowed except what we match 1500 * everything is allowed except what we match
1615 */ 1501 */

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