--- deliantra/server/common/treasure.C 2007/05/28 21:21:40 1.61
+++ deliantra/server/common/treasure.C 2008/04/20 00:44:12 1.72
@@ -1,25 +1,24 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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.
+ * Deliantra 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
+ * The authors can be reached via e-mail to
*/
/* TREASURE_DEBUG does some checking on the treasurelists after loading.
@@ -142,12 +141,18 @@
for (;;)
{
- coroapi::cede_to_tick_every (10);
+ coroapi::cede_to_tick ();
switch (f.kw)
{
case KW_arch:
- t->item = archetype::get (f.get_str ());
+ t->item = archetype::find (f.get_str ());
+ if (!t->item)
+ {
+ f.parse_warn ("treasure references unknown archetype");
+ goto error;
+ }
+
break;
case KW_list: f.get (t->name); break;
@@ -171,13 +176,19 @@
default:
if (!f.parse_error ("treasurelist", t->name))
- return 0;
+ goto error;
return t;
}
f.next ();
}
+
+ // not reached
+
+error:
+ delete t;
+ return 0;
}
/*
@@ -205,7 +216,7 @@
{
if (t->next_yes || t->next_no)
{
- LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
+ LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
LOG (llevError, " the next_yes or next_no field is set\n");
}
@@ -246,7 +257,7 @@
op->expand_tail ();
- if (ob_blocked (op, creator->map, creator->x, creator->y))
+ if (op->blocked (creator->map, creator->x, creator->y))
op->destroy ();
else
{
@@ -302,7 +313,7 @@
}
else
{
- if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
+ if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
{
object *tmp = arch_to_object (t->item);
@@ -359,7 +370,7 @@
else if (t->nrof)
create_one_treasure (tl, op, flag, difficulty, tries);
}
- else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
+ else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
{
if (object *tmp = arch_to_object (t->item))
{
@@ -492,23 +503,18 @@
int
level_for_item (const object *op, int difficulty)
{
- int olevel = 0;
-
if (!op->inv)
{
LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
return 0;
}
- olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
+ int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
if (olevel <= 0)
- olevel = rndm (1, MIN (op->inv->level, 1));
+ olevel = rndm (1, op->inv->level);
- if (olevel > MAXLEVEL)
- olevel = MAXLEVEL;
-
- return olevel;
+ return min (olevel, MAXLEVEL);
}
/*
@@ -574,11 +580,11 @@
if (op->arch)
{
if (op->type == ARMOUR)
- ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
+ ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
magic = (-magic);
- op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
+ op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
}
else
{
@@ -824,7 +830,7 @@
if (!(flags & GT_MINIMAL))
{
- if (op->arch == crown_arch)
+ if (IS_ARCH (op->arch, crown))
{
set_magic (difficulty, op, max_magic, flags);
num_enchantments = calc_item_power (op, 1);
@@ -839,8 +845,7 @@
if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
|| op->type == HORN
- || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
- * used for shop_floors or treasures */
+ || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
generate_artifact (op, difficulty);
}
@@ -892,9 +897,7 @@
/* Handle healing and magic power potions */
if (op->stats.sp && !op->randomitems)
{
- object *tmp;
-
- tmp = get_archetype (spell_mapping[op->stats.sp]);
+ object *tmp = get_archetype (spell_mapping [op->stats.sp]);
insert_ob_in_ob (tmp, op);
op->stats.sp = 0;
}
@@ -962,18 +965,18 @@
}
case AMULET:
- if (op->arch == amulet_arch)
+ if (IS_ARCH (op->arch, amulet))
op->value *= 5; /* Since it's not just decoration */
case RING:
- if (op->arch == NULL)
+ if (!op->arch) // wtf? schmorp
{
op->destroy ();
op = 0;
break;
}
- if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
+ if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
break;
if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
@@ -1136,7 +1139,7 @@
static artifactlist *
get_empty_artifactlist (void)
{
- return salloc0 ();
+ return salloc0 ();
}
/*
@@ -1145,7 +1148,7 @@
static artifact *
get_empty_artifact (void)
{
- return salloc0 ();
+ return salloc0 ();
}
/*
@@ -1163,128 +1166,6 @@
}
/*
- * For debugging purposes. Dumps all tables.
- */
-void
-dump_artifacts (void)
-{
- artifactlist *al;
- artifact *art;
- linked_char *next;
-
- fprintf (logfile, "\n");
- for (al = first_artifactlist; al != NULL; al = al->next)
- {
- fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
- for (art = al->items; art != NULL; art = art->next)
- {
- fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
- if (art->allowed != NULL)
- {
- fprintf (logfile, "\tallowed combinations:");
- for (next = art->allowed; next != NULL; next = next->next)
- fprintf (logfile, "%s,", &next->name);
- fprintf (logfile, "\n");
- }
- }
- }
- fprintf (logfile, "\n");
-}
-
-/*
- * For debugging purposes. Dumps all treasures recursively (see below).
- */
-void
-dump_monster_treasure_rec (const char *name, treasure *t, int depth)
-{
- treasurelist *tl;
- int i;
-
- if (depth > 100)
- return;
-
- while (t)
- {
- if (t->name)
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
-
- fprintf (logfile, "{ (list: %s)\n", &t->name);
-
- tl = treasurelist::find (t->name);
- if (tl)
- dump_monster_treasure_rec (name, tl->items, depth + 2);
-
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
-
- fprintf (logfile, "} (end of list: %s)\n", &t->name);
- }
- else
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
-
- if (t->item && t->item->clone.type == FLESH)
- fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
- else
- fprintf (logfile, "%s\n", &t->item->clone.name);
- }
-
- if (t->next_yes)
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
-
- fprintf (logfile, " (if yes)\n");
- dump_monster_treasure_rec (name, t->next_yes, depth + 1);
- }
-
- if (t->next_no)
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
-
- fprintf (logfile, " (if no)\n");
- dump_monster_treasure_rec (name, t->next_no, depth + 1);
- }
-
- t = t->next;
- }
-}
-
-/*
- * For debugging purposes. Dumps all treasures for a given monster.
- * Created originally by Raphael Quinet for debugging the alchemy code.
- */
-void
-dump_monster_treasure (const char *name)
-{
- archetype *at;
- int found;
-
- found = 0;
- fprintf (logfile, "\n");
-
- for (at = first_archetype; at != NULL; at = at->next)
- if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
- {
- fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
- if (at->clone.randomitems != NULL)
- dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
- else
- fprintf (logfile, "(nothing)\n");
-
- fprintf (logfile, "\n");
- found++;
- }
-
- if (found == 0)
- fprintf (logfile, "No objects have the name %s!\n\n", name);
-}
-
-/*
* Builds up the lists of artifacts from the file in the libdir.
*/
void
@@ -1306,8 +1187,6 @@
if (!f)
return;
- f.next ();
-
for (;;)
{
switch (f.kw)
@@ -1614,7 +1493,7 @@
name = tmp->name, neg = 0;
/* If we match name, then return the opposite of 'neg' */
- if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name)))
+ if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
return !neg;
/* Set success as true, since if the match was an inverse, it means