--- 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); }