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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.50 by root, Thu Apr 19 16:23:46 2007 UTC vs.
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
140 139
141 f.next (); 140 f.next ();
142 141
143 for (;;) 142 for (;;)
144 { 143 {
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 149 t->item = archetype::get (f.get_str ());
197 196
198 /* This is a one of the many items on the list should be generated. 197 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 198 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
201 */ 200 */
202 tl->total_chance = 0;
203
204 if (one) 201 if (one)
205 { 202 {
206 for (treasure *t = tl->items; t; t = t->next) 203 for (treasure *t = tl->items; t; t = t->next)
207 { 204 {
208 if (t->next_yes || t->next_no) 205 if (t->next_yes || t->next_no)
209 { 206 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 209 }
213 210
214 tl->total_chance += t->chance; 211 tl->total_chance += t->chance;
215 } 212 }
230 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
231 */ 228 */
232static void 229static void
233put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
234{ 231{
235 object *tmp; 232 if (flags & GT_ENVIRONMENT)
236 233 {
237 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* Bit of a hack - spells should never be put onto the map. The entire
238 * treasure stuff is a problem - there is no clear idea of knowing 235 * treasure stuff is a problem - there is no clear idea of knowing
239 * this is the original object, or if this is an object that should be created 236 * this is the original object, or if this is an object that should be created
240 * by another object. 237 * by another object.
241 */ 238 */
242 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
243 { 240 if (op->type == SPELL)
241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
244 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
245 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
246 } 255 }
247 else 256 else
248 { 257 {
249 op = creator->insert (op); 258 op = creator->insert (op);
250 259
251 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
252 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
253 262
254 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
255 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
256 } 266 }
257} 267}
258 268
259/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
260 * in the generated object 270 * in the generated object
289 else 299 else
290 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
291 } 301 }
292 else 302 else
293 { 303 {
294 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
295 { 305 {
296 object *tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
297 307
298 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
299 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
346 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
347 } 357 }
348 else if (t->nrof) 358 else if (t->nrof)
349 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
350 } 360 }
351 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
352 { 362 {
353 if (object *tmp = arch_to_object (t->item)) 363 if (object *tmp = arch_to_object (t->item))
354 { 364 {
355 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
358 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
359 change_treasure (t, tmp); 369 change_treasure (t, tmp);
360 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
361 } 371 }
362 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
363} 379}
364 380
365/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
366 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
367 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
378 394
379 if (tries++ > 100) 395 if (tries++ > 100)
380 { 396 {
381 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
382 return; 398 return;
399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
383 } 408 }
384 409
385 if (tl->total_chance) 410 if (tl->total_chance)
386 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
387 else 412 else
464 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
465 */ 490 */
466int 491int
467level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
468{ 493{
469 int olevel = 0;
470
471 if (!op->inv) 494 if (!op->inv)
472 { 495 {
473 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
474 return 0; 497 return 0;
475 } 498 }
476 499
477 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
478 501
479 if (olevel <= 0) 502 if (olevel <= 0)
480 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
481 504
482 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
483 olevel = MAXLEVEL;
484
485 return olevel;
486} 506}
487 507
488/* 508/*
489 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
490 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
546 566
547 op->magic = magic; 567 op->magic = magic;
548 if (op->arch) 568 if (op->arch)
549 { 569 {
550 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
551 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
552 572
553 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
554 magic = (-magic); 574 magic = (-magic);
555 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
556 } 576 }
557 else 577 else
558 { 578 {
559 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
560 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
622 case 2: 642 case 2:
623 case 3: 643 case 3:
624 case 4: 644 case 4:
625 case 5: 645 case 5:
626 case 6: 646 case 6:
627 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
628 break; 648 break;
629 649
630 case 7: 650 case 7:
631 op->stats.dam += bonus; 651 op->stats.dam += bonus;
632 break; 652 break;
1108 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1109 */ 1129 */
1110static artifactlist * 1130static artifactlist *
1111get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1112{ 1132{
1113 return salloc0 <artifactlist> (); 1133 return salloc0<artifactlist> ();
1114} 1134}
1115 1135
1116/* 1136/*
1117 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1118 */ 1138 */
1119static artifact * 1139static artifact *
1120get_empty_artifact (void) 1140get_empty_artifact (void)
1121{ 1141{
1122 return salloc0 <artifact> (); 1142 return salloc0<artifact> ();
1123} 1143}
1124 1144
1125/* 1145/*
1126 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1127 * of objects on it. 1147 * of objects on it.
1132 for (artifactlist *al = first_artifactlist; al; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1133 if (al->type == type) 1153 if (al->type == type)
1134 return al; 1154 return al;
1135 1155
1136 return 0; 1156 return 0;
1137}
1138
1139/*
1140 * For debugging purposes. Dumps all tables.
1141 */
1142void
1143dump_artifacts (void)
1144{
1145 artifactlist *al;
1146 artifact *art;
1147 linked_char *next;
1148
1149 fprintf (logfile, "\n");
1150 for (al = first_artifactlist; al != NULL; al = al->next)
1151 {
1152 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1153 for (art = al->items; art != NULL; art = art->next)
1154 {
1155 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1156 if (art->allowed != NULL)
1157 {
1158 fprintf (logfile, "\tallowed combinations:");
1159 for (next = art->allowed; next != NULL; next = next->next)
1160 fprintf (logfile, "%s,", &next->name);
1161 fprintf (logfile, "\n");
1162 }
1163 }
1164 }
1165 fprintf (logfile, "\n");
1166}
1167
1168/*
1169 * For debugging purposes. Dumps all treasures recursively (see below).
1170 */
1171void
1172dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1173{
1174 treasurelist *tl;
1175 int i;
1176
1177 if (depth > 100)
1178 return;
1179
1180 while (t)
1181 {
1182 if (t->name)
1183 {
1184 for (i = 0; i < depth; i++)
1185 fprintf (logfile, " ");
1186
1187 fprintf (logfile, "{ (list: %s)\n", &t->name);
1188
1189 tl = treasurelist::find (t->name);
1190 if (tl)
1191 dump_monster_treasure_rec (name, tl->items, depth + 2);
1192
1193 for (i = 0; i < depth; i++)
1194 fprintf (logfile, " ");
1195
1196 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1197 }
1198 else
1199 {
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 if (t->item && t->item->clone.type == FLESH)
1204 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1205 else
1206 fprintf (logfile, "%s\n", &t->item->clone.name);
1207 }
1208
1209 if (t->next_yes)
1210 {
1211 for (i = 0; i < depth; i++)
1212 fprintf (logfile, " ");
1213
1214 fprintf (logfile, " (if yes)\n");
1215 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1216 }
1217
1218 if (t->next_no)
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 fprintf (logfile, " (if no)\n");
1224 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1225 }
1226
1227 t = t->next;
1228 }
1229}
1230
1231/*
1232 * For debugging purposes. Dumps all treasures for a given monster.
1233 * Created originally by Raphael Quinet for debugging the alchemy code.
1234 */
1235void
1236dump_monster_treasure (const char *name)
1237{
1238 archetype *at;
1239 int found;
1240
1241 found = 0;
1242 fprintf (logfile, "\n");
1243
1244 for (at = first_archetype; at != NULL; at = at->next)
1245 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1246 {
1247 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1248 if (at->clone.randomitems != NULL)
1249 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1250 else
1251 fprintf (logfile, "(nothing)\n");
1252
1253 fprintf (logfile, "\n");
1254 found++;
1255 }
1256
1257 if (found == 0)
1258 fprintf (logfile, "No objects have the name %s!\n\n", name);
1259} 1157}
1260 1158
1261/* 1159/*
1262 * Builds up the lists of artifacts from the file in the libdir. 1160 * Builds up the lists of artifacts from the file in the libdir.
1263 */ 1161 */
1277 sprintf (filename, "%s/artifacts", settings.datadir); 1175 sprintf (filename, "%s/artifacts", settings.datadir);
1278 object_thawer f (filename); 1176 object_thawer f (filename);
1279 1177
1280 if (!f) 1178 if (!f)
1281 return; 1179 return;
1282
1283 f.next ();
1284 1180
1285 for (;;) 1181 for (;;)
1286 { 1182 {
1287 switch (f.kw) 1183 switch (f.kw)
1288 { 1184 {
1392#endif 1288#endif
1393 op->face = change->face; 1289 op->face = change->face;
1394 } 1290 }
1395 1291
1396 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1397 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1293 change_attr_value (&(op->stats), i, change->stats.stat (i));
1398 1294
1399 op->attacktype |= change->attacktype; 1295 op->attacktype |= change->attacktype;
1400 op->path_attuned |= change->path_attuned; 1296 op->path_attuned |= change->path_attuned;
1401 op->path_repelled |= change->path_repelled; 1297 op->path_repelled |= change->path_repelled;
1402 op->path_denied |= change->path_denied; 1298 op->path_denied |= change->path_denied;
1566 if (change->msg) 1462 if (change->msg)
1567 op->msg = change->msg; 1463 op->msg = change->msg;
1568} 1464}
1569 1465
1570static int 1466static int
1571legal_artifact_combination (object *op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1572{ 1468{
1573 int neg, success = 0; 1469 int neg, success = 0;
1574 linked_char *tmp; 1470 linked_char *tmp;
1575 const char *name; 1471 const char *name;
1576 1472
1577 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1578 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1579 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1580 { 1477 {
1581#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1582 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1583#endif 1480#endif
1585 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1586 else 1483 else
1587 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1588 1485
1589 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1590 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1591 return !neg; 1488 return !neg;
1592 1489
1593 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1594 * everything is allowed except what we match 1491 * everything is allowed except what we match
1595 */ 1492 */
1596 else if (neg) 1493 else if (neg)
1597 success = 1; 1494 success = 1;
1598 } 1495 }
1496
1599 return success; 1497 return success;
1600} 1498}
1601 1499
1602/* 1500/*
1603 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles

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