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/cvs/deliantra/server/common/treasure.C
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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.49 by root, Tue Apr 17 18:59:05 2007 UTC vs.
Revision 1.58 by root, Sat Apr 28 17:51:57 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
145 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick_every (10);
146 146
147 switch (f.kw) 147 switch (f.kw)
148 { 148 {
149 case KW_arch: 149 case KW_arch:
150 if (!(t->item = archetype::find (f.get_str ()))) 150 t->item = archetype::get (f.get_str ());
151 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
152 break; 151 break;
153 152
154 case KW_list: f.get (t->name); break; 153 case KW_list: f.get (t->name); break;
155 case KW_change_name: f.get (t->change_arch.name); break; 154 case KW_change_name: f.get (t->change_arch.name); break;
156 case KW_change_title: f.get (t->change_arch.title); break; 155 case KW_change_title: f.get (t->change_arch.title); break;
198 197
199 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
200 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
201 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
202 */ 201 */
203 tl->total_chance = 0;
204
205 if (one) 202 if (one)
206 { 203 {
207 for (treasure *t = tl->items; t; t = t->next) 204 for (treasure *t = tl->items; t; t = t->next)
208 { 205 {
209 if (t->next_yes || t->next_no) 206 if (t->next_yes || t->next_no)
231 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
232 */ 229 */
233static void 230static void
234put_treasure (object *op, object *creator, int flags) 231put_treasure (object *op, object *creator, int flags)
235{ 232{
236 object *tmp; 233 if (flags & GT_ENVIRONMENT)
237 234 {
238 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
239 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
240 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
241 * by another object. 238 * by another object.
242 */ 239 */
243 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
244 { 241 if (op->type == SPELL)
242 {
243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
245 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
246 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
247 } 256 }
248 else 257 else
249 { 258 {
250 op = creator->insert (op); 259 op = creator->insert (op);
251 260
252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
253 monster_check_apply (creator, op); 262 monster_check_apply (creator, op);
254 263
255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
256 esrv_send_item (tmp, op); 266 esrv_send_item (tmp, op);
257 } 267 }
258} 268}
259 269
260/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
261 * in the generated object 271 * in the generated object
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 370 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
362 } 372 }
363 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
364} 380}
365 381
366/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
367 * to determine how many list transitions or attempts to create treasure 383 * to determine how many list transitions or attempts to create treasure
368 * have been made. It is really in place to prevent infinite loops with 384 * have been made. It is really in place to prevent infinite loops with
381 { 397 {
382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
383 return; 399 return;
384 } 400 }
385 401
402 if (op->flag [FLAG_TREASURE_ENV])
403 flag |= GT_ENVIRONMENT;
404
386 if (tl->total_chance) 405 if (tl->total_chance)
387 create_one_treasure (tl, op, flag, difficulty, tries); 406 create_one_treasure (tl, op, flag, difficulty, tries);
388 else 407 else
389 create_all_treasures (tl->items, op, flag, difficulty, tries); 408 create_all_treasures (tl->items, op, flag, difficulty, tries);
390} 409}
397object * 416object *
398generate_treasure (treasurelist *tl, int difficulty) 417generate_treasure (treasurelist *tl, int difficulty)
399{ 418{
400 difficulty = clamp (difficulty, 1, settings.max_level); 419 difficulty = clamp (difficulty, 1, settings.max_level);
401 420
402 object *ob = object::create (), *tmp; 421 object *ob = object::create ();
403 422
404 create_treasure (tl, ob, 0, difficulty, 0); 423 create_treasure (tl, ob, 0, difficulty, 0);
405 424
406 /* Don't want to free the object we are about to return */ 425 /* Don't want to free the object we are about to return */
407 tmp = ob->inv; 426 object *tmp = ob->inv;
408 if (tmp != NULL) 427 if (tmp)
409 tmp->remove (); 428 tmp->remove ();
410 429
411 if (ob->inv) 430 if (ob->inv)
412 LOG (llevError, "In generate treasure, created multiple objects.\n"); 431 LOG (llevError, "In generate treasure, created multiple objects.\n");
413 432
421 * The array has two arguments, the difficulty of the level, and the 440 * The array has two arguments, the difficulty of the level, and the
422 * magical bonus "wanted". 441 * magical bonus "wanted".
423 */ 442 */
424 443
425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 444static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426
427// chance of magic difficulty 445// chance of magic difficulty
428// +0 +1 +2 +3 +4 446// +0 +1 +2 +3 +4
429 {95, 2, 2, 1, 0}, // 1 447 {95, 2, 2, 1, 0}, // 1
430 {92, 5, 2, 1, 0}, // 2 448 {92, 5, 2, 1, 0}, // 2
431 {85, 10, 4, 1, 0}, // 3 449 {85, 10, 4, 1, 0}, // 3
457 { 0, 0, 0, 3, 97}, // 29 475 { 0, 0, 0, 3, 97}, // 29
458 { 0, 0, 0, 0, 100}, // 30 476 { 0, 0, 0, 0, 100}, // 30
459 { 0, 0, 0, 0, 100}, // 31 477 { 0, 0, 0, 0, 100}, // 31
460}; 478};
461 479
462
463/* calculate the appropriate level for wands staves and scrolls. 480/* calculate the appropriate level for wands staves and scrolls.
464 * This code presumes that op has had its spell object created (in op->inv) 481 * This code presumes that op has had its spell object created (in op->inv)
465 * 482 *
466 * elmex Wed Aug 9 17:44:59 CEST 2006: 483 * elmex Wed Aug 9 17:44:59 CEST 2006:
467 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 484 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
468 */ 485 */
469
470int 486int
471level_for_item (const object *op, int difficulty) 487level_for_item (const object *op, int difficulty)
472{ 488{
473 int olevel = 0; 489 int olevel = 0;
474 490
784 save_item_power = op->item_power; 800 save_item_power = op->item_power;
785 op->item_power = 0; 801 op->item_power = 0;
786 802
787 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
788 { 804 {
789 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
790 if (!op->inv)
791 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
792
793 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 807 op->randomitems = 0;
795 } 808 }
796 809
797 if (difficulty < 1) 810 if (difficulty < 1)
1573 if (change->msg) 1586 if (change->msg)
1574 op->msg = change->msg; 1587 op->msg = change->msg;
1575} 1588}
1576 1589
1577static int 1590static int
1578legal_artifact_combination (object *op, artifact * art) 1591legal_artifact_combination (object *op, artifact *art)
1579{ 1592{
1580 int neg, success = 0; 1593 int neg, success = 0;
1581 linked_char *tmp; 1594 linked_char *tmp;
1582 const char *name; 1595 const char *name;
1583 1596
1584 if (art->allowed == (linked_char *) NULL) 1597 if (!art->allowed)
1585 return 1; /* Ie, "all" */ 1598 return 1; /* Ie, "all" */
1599
1586 for (tmp = art->allowed; tmp; tmp = tmp->next) 1600 for (tmp = art->allowed; tmp; tmp = tmp->next)
1587 { 1601 {
1588#ifdef TREASURE_VERBOSE 1602#ifdef TREASURE_VERBOSE
1589 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1603 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1590#endif 1604#endif
1601 * everything is allowed except what we match 1615 * everything is allowed except what we match
1602 */ 1616 */
1603 else if (neg) 1617 else if (neg)
1604 success = 1; 1618 success = 1;
1605 } 1619 }
1620
1606 return success; 1621 return success;
1607} 1622}
1608 1623
1609/* 1624/*
1610 * Fixes the given object, giving it the abilities and titles 1625 * Fixes the given object, giving it the abilities and titles

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