1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
|
|
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
26 | * It is useful for finding bugs in the treasures file. Since it only |
27 | * It is useful for finding bugs in the treasures file. Since it only |
… | |
… | |
34 | //#define TREASURE_VERBOSE |
35 | //#define TREASURE_VERBOSE |
35 | |
36 | |
36 | #include <global.h> |
37 | #include <global.h> |
37 | #include <treasure.h> |
38 | #include <treasure.h> |
38 | |
39 | |
|
|
40 | #include <flat_hash_map.hpp> |
|
|
41 | |
39 | extern char *spell_mapping[]; |
42 | extern char *spell_mapping[]; |
40 | |
43 | |
41 | static treasurelist *first_treasurelist; |
44 | static treasurelist *first_treasurelist; |
42 | |
45 | |
43 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
46 | static void change_treasure (treasure *t, object *op); /* overrule default values */ |
44 | |
47 | |
45 | typedef std::tr1::unordered_map< |
48 | typedef ska::flat_hash_map< |
46 | const char *, |
49 | const char *, |
47 | treasurelist *, |
50 | treasurelist *, |
48 | str_hash, |
51 | str_hash, |
49 | str_equal, |
52 | str_equal, |
50 | slice_allocator< std::pair<const char *const, treasurelist *> > |
53 | slice_allocator< std::pair<const char *const, treasurelist *> > |
51 | > tl_map_t; |
54 | > tl_map_t; |
52 | |
55 | |
53 | static tl_map_t tl_map; |
56 | static tl_map_t tl_map; |
54 | |
57 | |
55 | //TODO: class method |
58 | //TODO: class method |
… | |
… | |
490 | { 0, 0, 0, 3, 97}, // 29 |
493 | { 0, 0, 0, 3, 97}, // 29 |
491 | { 0, 0, 0, 0, 100}, // 30 |
494 | { 0, 0, 0, 0, 100}, // 30 |
492 | { 0, 0, 0, 0, 100}, // 31 |
495 | { 0, 0, 0, 0, 100}, // 31 |
493 | }; |
496 | }; |
494 | |
497 | |
495 | /* calculate the appropriate level for wands staves and scrolls. |
498 | /* calculate the appropriate level for wands staves and scrolls. |
496 | * This code presumes that op has had its spell object created (in op->inv) |
499 | * This code presumes that op has had its spell object created (in op->inv) |
497 | * |
500 | * |
498 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
501 | * elmex Wed Aug 9 17:44:59 CEST 2006: |
499 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
502 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
500 | */ |
503 | */ |
… | |
… | |
775 | return 1; |
778 | return 1; |
776 | |
779 | |
777 | return 0; |
780 | return 0; |
778 | } |
781 | } |
779 | |
782 | |
|
|
783 | static double |
|
|
784 | value_factor_from_spell_item (object *spell, object *item) |
|
|
785 | { |
|
|
786 | double factor = |
|
|
787 | pow ((spell->value > 0 ? spell->value : 1) |
|
|
788 | * spell->level, 1.5); |
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|
789 | |
|
|
790 | if (item) // this if for: wands/staffs/rods: |
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|
791 | { |
|
|
792 | /* Old crossfire comment ahead: |
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|
793 | * Add 50 to both level an divisor to keep prices a little more |
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|
794 | * reasonable. Otherwise, a high level version of a low level |
|
|
795 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
796 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
797 | */ |
|
|
798 | |
|
|
799 | factor *= item->level + 50; |
|
|
800 | factor /= item->inv->level + 50; |
|
|
801 | } |
|
|
802 | |
|
|
803 | return factor; |
|
|
804 | } |
|
|
805 | |
780 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
806 | #define DICE2 (get_magic(2) == 2 ? 2 : 1) |
781 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
807 | #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) |
782 | |
808 | |
783 | /* |
809 | /* |
784 | * fix_generated_item(): This is called after an item is generated, in |
810 | * fix_generated_item(): This is called after an item is generated, in |
785 | * order to set it up right. This produced magical bonuses, puts spells |
811 | * order to set it up right. This produced magical bonuses, puts spells |
786 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
812 | * into scrolls/books/wands, makes it unidentified, hides the value, etc. |
787 | */ |
813 | */ |
788 | |
814 | |
789 | /* 4/28/96 added creator object from which op may now inherit properties based on |
815 | /* 4/28/96 added creator object from which op may now inherit properties based on |
790 | * op->type. Right now, which stuff the creator passes on is object type |
816 | * op->type. Right now, which stuff the creator passes on is object type |
791 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
817 | * dependant. I know this is a spagetti manuever, but is there a cleaner |
792 | * way to do this? b.t. */ |
818 | * way to do this? b.t. */ |
793 | |
819 | |
794 | /* |
820 | /* |
795 | * ! (flags & GT_ENVIRONMENT): |
821 | * ! (flags & GT_ENVIRONMENT): |
796 | * Automatically calls fix_flesh_item(). |
822 | * Automatically calls fix_flesh_item(). |
… | |
… | |
896 | { |
922 | { |
897 | if (op->type == POTION) |
923 | if (op->type == POTION) |
898 | /* Handle healing and magic power potions */ |
924 | /* Handle healing and magic power potions */ |
899 | if (op->stats.sp && !op->randomitems) |
925 | if (op->stats.sp && !op->randomitems) |
900 | { |
926 | { |
901 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
927 | object *tmp = archetype::get (spell_mapping [op->stats.sp]); |
902 | insert_ob_in_ob (tmp, op); |
928 | insert_ob_in_ob (tmp, op); |
903 | op->stats.sp = 0; |
929 | op->stats.sp = 0; |
904 | } |
930 | } |
905 | } |
931 | } |
906 | else if (!op->title) /* Only modify object if not special */ |
932 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
924 | } |
950 | } |
925 | break; |
951 | break; |
926 | |
952 | |
927 | case POTION: |
953 | case POTION: |
928 | { |
954 | { |
929 | int too_many_tries = 0, is_special = 0; |
955 | int too_many_tries = 0; |
930 | |
956 | |
931 | /* Handle healing and magic power potions */ |
957 | /* Handle healing and magic power potions */ |
932 | if (op->stats.sp && !op->randomitems) |
958 | if (op->stats.sp && !op->randomitems) |
933 | { |
959 | { |
934 | object *tmp = get_archetype (spell_mapping[op->stats.sp]); |
960 | object *tmp = archetype::get (spell_mapping[op->stats.sp]); |
935 | insert_ob_in_ob (tmp, op); |
961 | insert_ob_in_ob (tmp, op); |
936 | op->stats.sp = 0; |
962 | op->stats.sp = 0; |
937 | } |
963 | } |
938 | |
964 | |
939 | while (!(is_special = special_potion (op)) && !op->inv) |
965 | while (!special_potion (op) && !op->inv) |
940 | { |
966 | { |
941 | generate_artifact (op, difficulty); |
967 | generate_artifact (op, difficulty); |
942 | if (too_many_tries++ > 10) |
968 | if (too_many_tries++ > 10) |
943 | break; |
969 | break; |
944 | } |
970 | } |
… | |
… | |
1041 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1067 | if (creator->slaying && !op->slaying) /* for check_inv floors */ |
1042 | op->slaying = creator->slaying; |
1068 | op->slaying = creator->slaying; |
1043 | break; |
1069 | break; |
1044 | |
1070 | |
1045 | case SPELLBOOK: |
1071 | case SPELLBOOK: |
1046 | op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1) |
1072 | op->value *= value_factor_from_spell_item (op->inv, 0); |
1047 | * op->inv->level, |
|
|
1048 | 1.5); |
|
|
1049 | |
1073 | |
1050 | /* add exp so learning gives xp */ |
1074 | /* add exp so learning gives xp */ |
1051 | op->level = op->inv->level; |
1075 | op->level = op->inv->level; |
1052 | op->stats.exp = op->value; |
1076 | op->stats.exp = op->value; |
1053 | break; |
1077 | break; |
… | |
… | |
1058 | * and reset nrof. |
1082 | * and reset nrof. |
1059 | */ |
1083 | */ |
1060 | op->stats.food = op->inv->nrof; |
1084 | op->stats.food = op->inv->nrof; |
1061 | op->nrof = 1; |
1085 | op->nrof = 1; |
1062 | /* If the spell changes by level, choose a random level |
1086 | /* If the spell changes by level, choose a random level |
1063 | * for it, and adjust price. If the spell doesn't |
1087 | * for it. |
1064 | * change by level, just set the wand to the level of |
|
|
1065 | * the spell, and value calculation is simpler. |
|
|
1066 | */ |
1088 | */ |
1067 | if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) |
1089 | if (op->inv->duration_modifier |
1068 | { |
1090 | || op->inv->dam_modifier |
|
|
1091 | || op->inv->range_modifier) |
1069 | op->level = level_for_item (op, difficulty); |
1092 | op->level = level_for_item (op, difficulty); |
1070 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1071 | } |
|
|
1072 | else |
1093 | else |
1073 | { |
|
|
1074 | op->level = op->inv->level; |
1094 | op->level = op->inv->level; |
1075 | op->value = op->value * op->inv->value; |
1095 | |
1076 | } |
1096 | op->value *= value_factor_from_spell_item (op->inv, op); |
1077 | break; |
1097 | break; |
1078 | |
1098 | |
1079 | case ROD: |
1099 | case ROD: |
1080 | op->level = level_for_item (op, difficulty); |
1100 | op->level = level_for_item (op, difficulty); |
1081 | /* Add 50 to both level an divisor to keep prices a little more |
1101 | op->value *= value_factor_from_spell_item (op->inv, op); |
1082 | * reasonable. Otherwise, a high level version of a low level |
|
|
1083 | * spell can be worth tons a money (eg, level 20 rod, level 2 spell = |
|
|
1084 | * 10 time multiplier). This way, the value are a bit more reasonable. |
|
|
1085 | */ |
|
|
1086 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
|
|
1087 | |
1102 | |
1088 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1103 | /* maxhp is used to denote how many 'charges' the rod holds before */ |
1089 | if (op->stats.maxhp) |
1104 | if (op->stats.maxhp) |
1090 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1105 | op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); |
1091 | else |
1106 | else |
… | |
… | |
1094 | op->stats.hp = op->stats.maxhp; |
1109 | op->stats.hp = op->stats.maxhp; |
1095 | break; |
1110 | break; |
1096 | |
1111 | |
1097 | case SCROLL: |
1112 | case SCROLL: |
1098 | op->level = level_for_item (op, difficulty); |
1113 | op->level = level_for_item (op, difficulty); |
1099 | op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); |
1114 | op->value *= value_factor_from_spell_item (op->inv, op); |
1100 | |
1115 | |
1101 | /* add exp so reading them properly gives xp */ |
1116 | /* add exp so reading them properly gives xp */ |
1102 | op->stats.exp = op->value / 5; |
1117 | op->stats.exp = op->value / 5; |
1103 | op->nrof = op->inv->nrof; |
1118 | op->nrof = op->inv->nrof; |
1104 | break; |
1119 | break; |
… | |
… | |
1169 | */ |
1184 | */ |
1170 | void |
1185 | void |
1171 | init_artifacts () |
1186 | init_artifacts () |
1172 | { |
1187 | { |
1173 | static int has_been_inited = 0; |
1188 | static int has_been_inited = 0; |
1174 | char filename[MAX_BUF]; |
|
|
1175 | artifact *art = NULL; |
1189 | artifact *art = NULL; |
1176 | artifactlist *al; |
1190 | artifactlist *al; |
1177 | |
1191 | |
1178 | if (has_been_inited) |
1192 | if (has_been_inited) |
1179 | return; |
1193 | return; |
1180 | else |
1194 | else |
1181 | has_been_inited = 1; |
1195 | has_been_inited = 1; |
1182 | |
1196 | |
1183 | sprintf (filename, "%s/artifacts", settings.datadir); |
1197 | object_thawer f (settings.datadir, "artifacts"); |
1184 | object_thawer f (filename); |
|
|
1185 | |
1198 | |
1186 | if (!f) |
1199 | if (!f) |
1187 | return; |
1200 | return; |
1188 | |
1201 | |
1189 | for (;;) |
1202 | for (;;) |
… | |
… | |
1274 | } |
1287 | } |
1275 | #if 0 |
1288 | #if 0 |
1276 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1289 | LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); |
1277 | #endif |
1290 | #endif |
1278 | } |
1291 | } |
1279 | |
|
|
1280 | LOG (llevDebug, "done.\n"); |
|
|
1281 | } |
1292 | } |
1282 | |
1293 | |
1283 | /* |
1294 | /* |
1284 | * Used in artifact generation. The bonuses of the first object |
1295 | * Used in artifact generation. The bonuses of the first object |
1285 | * is modified by the bonuses of the second object. |
1296 | * is modified by the bonuses of the second object. |
1286 | */ |
1297 | */ |
1287 | void |
1298 | void |
1288 | add_abilities (object *op, object *change) |
1299 | add_abilities (object *op, object *change) |
1289 | { |
1300 | { |
1290 | if (change->face != blank_face) |
1301 | if (change->face != blank_face) |
1291 | { |
|
|
1292 | #ifdef TREASURE_VERBOSE |
|
|
1293 | LOG (llevDebug, "add_abilities change face: %d\n", change->face); |
|
|
1294 | #endif |
|
|
1295 | op->face = change->face; |
1302 | op->face = change->face; |
1296 | } |
|
|
1297 | |
1303 | |
1298 | for (int i = 0; i < NUM_STATS; i++) |
1304 | for (int i = 0; i < NUM_STATS; i++) |
1299 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1305 | change_attr_value (&(op->stats), i, change->stats.stat (i)); |
1300 | |
1306 | |
1301 | op->attacktype |= change->attacktype; |
1307 | op->attacktype |= change->attacktype; |
… | |
… | |
1486 | name = tmp->name + 1, neg = 1; |
1492 | name = tmp->name + 1, neg = 1; |
1487 | else |
1493 | else |
1488 | name = tmp->name, neg = 0; |
1494 | name = tmp->name, neg = 0; |
1489 | |
1495 | |
1490 | /* If we match name, then return the opposite of 'neg' */ |
1496 | /* If we match name, then return the opposite of 'neg' */ |
1491 | if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) |
1497 | if (!strcmp (name, op->arch->archname)) |
1492 | return !neg; |
1498 | return !neg; |
1493 | |
1499 | |
1494 | /* Set success as true, since if the match was an inverse, it means |
1500 | /* Set success as true, since if the match was an inverse, it means |
1495 | * everything is allowed except what we match |
1501 | * everything is allowed except what we match |
1496 | */ |
1502 | */ |