--- deliantra/server/common/treasure.C 2007/06/04 12:19:08 1.62
+++ deliantra/server/common/treasure.C 2009/11/06 12:27:05 1.88
@@ -1,25 +1,25 @@
/*
- * 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 Affero 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 Affero GNU General Public License
+ * and 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.
@@ -35,7 +35,6 @@
#include
#include
-#include
#include
extern char *spell_mapping[];
@@ -49,12 +48,26 @@
treasurelist *,
str_hash,
str_equal,
- slice_allocator< std::pair >,
- true
+ slice_allocator< std::pair >
> tl_map_t;
static tl_map_t tl_map;
+//TODO: class method
+static void
+clear (treasurelist *tl)
+{
+ void free_treasurestruct (treasure *t);
+
+ if (tl->items)
+ {
+ free_treasurestruct (tl->items);
+ tl->items = 0;
+ }
+
+ tl->total_chance = 0;
+}
+
/*
* Searches for the given treasurelist
*/
@@ -95,19 +108,6 @@
return tl;
}
-//TODO: class method
-void
-clear (treasurelist *tl)
-{
- if (tl->items)
- {
- free_treasurestruct (tl->items);
- tl->items = 0;
- }
-
- tl->total_chance = 0;
-}
-
#ifdef TREASURE_DEBUG
/* recursived checks the linked list. Treasurelist is passed only
* so that the treasure name can be printed out
@@ -142,12 +142,19 @@
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");
+ t->item = archetype::empty;
+ }
+
break;
case KW_list: f.get (t->name); break;
@@ -171,13 +178,19 @@
default:
if (!f.parse_error ("treasurelist", t->name))
- return 0;
+ goto error;
return t;
}
f.next ();
}
+
+ // not reached
+
+error:
+ delete t;
+ return 0;
}
/*
@@ -246,7 +259,7 @@
op->expand_tail ();
- if (ob_blocked (op, creator->map, creator->x, creator->y))
+ if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
op->destroy ();
else
{
@@ -260,10 +273,6 @@
if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
monster_check_apply (creator, op);
-
- if (flags & GT_UPDATE_INV)
- if (object *tmp = creator->in_player ())
- esrv_send_item (tmp, op);
}
}
@@ -302,7 +311,7 @@
}
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 +368,7 @@
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))
{
@@ -437,6 +446,7 @@
LOG (llevError, "In generate treasure, created multiple objects.\n");
ob->destroy ();
+
return tmp;
}
@@ -492,23 +502,18 @@
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);
}
/*
@@ -574,18 +579,21 @@
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
{
if (op->type == ARMOUR)
ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
+
if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
magic = (-magic);
+
op->weight = (op->weight * (100 - magic * 10)) / 100;
}
}
@@ -769,6 +777,23 @@
return 4;
}
+/* special_potion() - so that old potion code is still done right. */
+int
+special_potion (object *op)
+{
+ if (op->attacktype)
+ return 1;
+
+ if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
+ return 1;
+
+ for (int i = 0; i < NROFATTACKS; i++)
+ if (op->resist[i])
+ return 1;
+
+ return 0;
+}
+
#define DICE2 (get_magic(2)==2?2:1)
#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
@@ -824,7 +849,7 @@
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 +864,7 @@
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 +916,7 @@
/* 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 +984,11 @@
}
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)
- {
- 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)))
@@ -1003,8 +1018,8 @@
}
}
- if (GET_ANIM_ID (op))
- SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
+ if (op->animation_id)
+ op->set_anim_frame (rndm (op->anim_frames ()));
break;
@@ -1029,19 +1044,20 @@
tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
/* books w/ info are worth more! */
op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
- /* creator related stuff */
-
- /* for library, chained books. Note that some monsters have no_pick
- * set - we don't want to set no pick in that case.
- */
- if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
- SET_FLAG (op, FLAG_NO_PICK);
- if (creator->slaying && !op->slaying) /* for check_inv floors */
- op->slaying = creator->slaying;
/* add exp so reading it gives xp (once) */
op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
}
+
+ /* creator related stuff */
+
+ /* for library, chained books. Note that some monsters have no_pick
+ * set - we don't want to set no pick in that case.
+ */
+ if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
+ SET_FLAG (op, FLAG_NO_PICK);
+ if (creator->slaying && !op->slaying) /* for check_inv floors */
+ op->slaying = creator->slaying;
break;
case SPELLBOOK:
@@ -1136,7 +1152,7 @@
static artifactlist *
get_empty_artifactlist (void)
{
- return salloc0 ();
+ return salloc0 ();
}
/*
@@ -1145,7 +1161,7 @@
static artifact *
get_empty_artifact (void)
{
- return salloc0 ();
+ return salloc0 ();
}
/*
@@ -1163,128 +1179,6 @@
}
/*
- * 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->archname);
- 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 +1200,6 @@
if (!f)
return;
- f.next ();
-
for (;;)
{
switch (f.kw)
@@ -1478,14 +1370,11 @@
*/
if (op->type == HORN || op->type == POTION)
{
- object *tmp_obj;
-
/* Remove any spells this object currently has in it */
- while (op->inv)
- op->inv->destroy ();
+ op->destroy_inv (false);
- tmp_obj = arch_to_object (change->other_arch);
- insert_ob_in_ob (tmp_obj, op);
+ object *tmp = arch_to_object (change->other_arch);
+ insert_ob_in_ob (tmp, op);
}
/* No harm setting this for potions/horns */
op->other_arch = change->other_arch;
@@ -1700,9 +1589,11 @@
#endif
return;
}
- if (!strcmp (art->item->name, "NONE"))
+
+ if (art->item->name == shstr_NONE)
return;
- if (FABS (op->magic) < art->item->magic)
+
+ if (fabs (op->magic) < art->item->magic)
continue; /* Not magic enough to be this item */
/* Map difficulty not high enough */
@@ -1763,29 +1654,14 @@
/* if donor has some attacktypes, the flesh is poisonous */
if (donor->attacktype & AT_POISON)
item->type = POISON;
+
if (donor->attacktype & AT_ACID)
item->stats.hp = -1 * item->stats.food;
+
SET_FLAG (item, FLAG_NO_STEAL);
}
}
-/* special_potion() - so that old potion code is still done right. */
-int
-special_potion (object *op)
-{
- if (op->attacktype)
- return 1;
-
- if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
- return 1;
-
- for (int i = 0; i < NROFATTACKS; i++)
- if (op->resist[i])
- return 1;
-
- return 0;
-}
-
void
free_treasurestruct (treasure *t)
{
@@ -1811,7 +1687,7 @@
if (at->next) free_artifact (at->next);
if (at->allowed) free_charlinks (at->allowed);
- at->item->destroy (1);
+ at->item->destroy ();
sfree (at);
}