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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.107 by root, Sun Apr 25 07:08:57 2010 UTC vs.
Revision 1.121 by root, Sat Nov 17 23:40:00 2018 UTC

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
39extern char *spell_mapping[]; 42extern char *spell_mapping[];
40 43
41static treasurelist *first_treasurelist; 44static treasurelist *first_treasurelist;
42 45
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 46static void change_treasure (treasure *t, object *op); /* overrule default values */
44 47
45typedef std::tr1::unordered_map< 48typedef 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
53static tl_map_t tl_map; 56static 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
783static double
784value_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);
789
790 if (item) // this if for: wands/staffs/rods:
791 {
792 /* Old crossfire comment ahead:
793 * Add 50 to both level an divisor to keep prices a little more
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 */
1170void 1185void
1171init_artifacts () 1186init_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 */
1287void 1298void
1288add_abilities (object *op, object *change) 1299add_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 */

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