1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
24 | /* TREASURE_DEBUG does some checking on the treasurelists after loading. |
25 | * 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 |
26 | * 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 |
… | |
… | |
139 | |
139 | |
140 | f.next (); |
140 | f.next (); |
141 | |
141 | |
142 | for (;;) |
142 | for (;;) |
143 | { |
143 | { |
144 | coroapi::cede_to_tick_every (10); |
144 | coroapi::cede_to_tick (); |
145 | |
145 | |
146 | switch (f.kw) |
146 | switch (f.kw) |
147 | { |
147 | { |
148 | case KW_arch: |
148 | case KW_arch: |
149 | t->item = archetype::get (f.get_str ()); |
149 | t->item = archetype::find (f.get_str ()); |
|
|
150 | if (!t->item) |
|
|
151 | { |
|
|
152 | f.parse_warn ("treasure references unknown archetype"); |
|
|
153 | goto error; |
|
|
154 | } |
|
|
155 | |
150 | break; |
156 | break; |
151 | |
157 | |
152 | case KW_list: f.get (t->name); break; |
158 | case KW_list: f.get (t->name); break; |
153 | case KW_change_name: f.get (t->change_arch.name); break; |
159 | case KW_change_name: f.get (t->change_arch.name); break; |
154 | case KW_change_title: f.get (t->change_arch.title); break; |
160 | case KW_change_title: f.get (t->change_arch.title); break; |
… | |
… | |
168 | t->next = read_treasure (f); |
174 | t->next = read_treasure (f); |
169 | return t; |
175 | return t; |
170 | |
176 | |
171 | default: |
177 | default: |
172 | if (!f.parse_error ("treasurelist", t->name)) |
178 | if (!f.parse_error ("treasurelist", t->name)) |
173 | return 0; |
179 | goto error; |
174 | |
180 | |
175 | return t; |
181 | return t; |
176 | } |
182 | } |
177 | |
183 | |
178 | f.next (); |
184 | f.next (); |
179 | } |
185 | } |
|
|
186 | |
|
|
187 | // not reached |
|
|
188 | |
|
|
189 | error: |
|
|
190 | delete t; |
|
|
191 | return 0; |
180 | } |
192 | } |
181 | |
193 | |
182 | /* |
194 | /* |
183 | * Each treasure is parsed with the help of load_treasure(). |
195 | * Each treasure is parsed with the help of load_treasure(). |
184 | */ |
196 | */ |
… | |
… | |
489 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
501 | * Removed multiplicator, too many high-level items were generated on low-difficulty maps. |
490 | */ |
502 | */ |
491 | int |
503 | int |
492 | level_for_item (const object *op, int difficulty) |
504 | level_for_item (const object *op, int difficulty) |
493 | { |
505 | { |
494 | int olevel = 0; |
|
|
495 | |
|
|
496 | if (!op->inv) |
506 | if (!op->inv) |
497 | { |
507 | { |
498 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
508 | LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); |
499 | return 0; |
509 | return 0; |
500 | } |
510 | } |
501 | |
511 | |
502 | olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); |
512 | int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.)); |
503 | |
513 | |
504 | if (olevel <= 0) |
514 | if (olevel <= 0) |
505 | olevel = rndm (1, MIN (op->inv->level, 1)); |
515 | olevel = rndm (1, op->inv->level); |
506 | |
516 | |
507 | if (olevel > MAXLEVEL) |
517 | return min (olevel, MAXLEVEL); |
508 | olevel = MAXLEVEL; |
|
|
509 | |
|
|
510 | return olevel; |
|
|
511 | } |
518 | } |
512 | |
519 | |
513 | /* |
520 | /* |
514 | * Based upon the specified difficulty and upon the difftomagic_list array, |
521 | * Based upon the specified difficulty and upon the difftomagic_list array, |
515 | * a random magical bonus is returned. This is used when determine |
522 | * a random magical bonus is returned. This is used when determine |
… | |
… | |
821 | ARG_INT (flags))) |
828 | ARG_INT (flags))) |
822 | return; |
829 | return; |
823 | |
830 | |
824 | if (!(flags & GT_MINIMAL)) |
831 | if (!(flags & GT_MINIMAL)) |
825 | { |
832 | { |
826 | if (op->arch == crown_arch) |
833 | if (IS_ARCH (op->arch, crown)) |
827 | { |
834 | { |
828 | set_magic (difficulty, op, max_magic, flags); |
835 | set_magic (difficulty, op, max_magic, flags); |
829 | num_enchantments = calc_item_power (op, 1); |
836 | num_enchantments = calc_item_power (op, 1); |
830 | generate_artifact (op, difficulty); |
837 | generate_artifact (op, difficulty); |
831 | } |
838 | } |
… | |
… | |
836 | |
843 | |
837 | num_enchantments = calc_item_power (op, 1); |
844 | num_enchantments = calc_item_power (op, 1); |
838 | |
845 | |
839 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
846 | if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) |
840 | || op->type == HORN |
847 | || op->type == HORN |
841 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, |
848 | || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */ |
842 | * used for shop_floors or treasures */ |
|
|
843 | generate_artifact (op, difficulty); |
849 | generate_artifact (op, difficulty); |
844 | } |
850 | } |
845 | |
851 | |
846 | /* Object was made an artifact. Calculate its item_power rating. |
852 | /* Object was made an artifact. Calculate its item_power rating. |
847 | * the item_power in the object is what the artfiact adds. |
853 | * the item_power in the object is what the artfiact adds. |
… | |
… | |
889 | { |
895 | { |
890 | if (op->type == POTION) |
896 | if (op->type == POTION) |
891 | /* Handle healing and magic power potions */ |
897 | /* Handle healing and magic power potions */ |
892 | if (op->stats.sp && !op->randomitems) |
898 | if (op->stats.sp && !op->randomitems) |
893 | { |
899 | { |
894 | object *tmp; |
|
|
895 | |
|
|
896 | tmp = get_archetype (spell_mapping[op->stats.sp]); |
900 | object *tmp = get_archetype (spell_mapping [op->stats.sp]); |
897 | insert_ob_in_ob (tmp, op); |
901 | insert_ob_in_ob (tmp, op); |
898 | op->stats.sp = 0; |
902 | op->stats.sp = 0; |
899 | } |
903 | } |
900 | } |
904 | } |
901 | else if (!op->title) /* Only modify object if not special */ |
905 | else if (!op->title) /* Only modify object if not special */ |
… | |
… | |
959 | SET_FLAG (op, FLAG_CURSED); |
963 | SET_FLAG (op, FLAG_CURSED); |
960 | break; |
964 | break; |
961 | } |
965 | } |
962 | |
966 | |
963 | case AMULET: |
967 | case AMULET: |
964 | if (op->arch == amulet_arch) |
968 | if (IS_ARCH (op->arch, amulet)) |
965 | op->value *= 5; /* Since it's not just decoration */ |
969 | op->value *= 5; /* Since it's not just decoration */ |
966 | |
970 | |
967 | case RING: |
971 | case RING: |
968 | if (op->arch == NULL) |
972 | if (!op->arch) // wtf? schmorp |
969 | { |
973 | { |
970 | op->destroy (); |
974 | op->destroy (); |
971 | op = 0; |
975 | op = 0; |
972 | break; |
976 | break; |
973 | } |
977 | } |
974 | |
978 | |
975 | if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ |
979 | if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ |
976 | break; |
980 | break; |
977 | |
981 | |
978 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
982 | if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) |
979 | SET_FLAG (op, FLAG_CURSED); |
983 | SET_FLAG (op, FLAG_CURSED); |
980 | |
984 | |
… | |
… | |
1133 | * Allocate and return the pointer to an empty artifactlist structure. |
1137 | * Allocate and return the pointer to an empty artifactlist structure. |
1134 | */ |
1138 | */ |
1135 | static artifactlist * |
1139 | static artifactlist * |
1136 | get_empty_artifactlist (void) |
1140 | get_empty_artifactlist (void) |
1137 | { |
1141 | { |
1138 | return salloc0 <artifactlist> (); |
1142 | return salloc0<artifactlist> (); |
1139 | } |
1143 | } |
1140 | |
1144 | |
1141 | /* |
1145 | /* |
1142 | * Allocate and return the pointer to an empty artifact structure. |
1146 | * Allocate and return the pointer to an empty artifact structure. |
1143 | */ |
1147 | */ |
1144 | static artifact * |
1148 | static artifact * |
1145 | get_empty_artifact (void) |
1149 | get_empty_artifact (void) |
1146 | { |
1150 | { |
1147 | return salloc0 <artifact> (); |
1151 | return salloc0<artifact> (); |
1148 | } |
1152 | } |
1149 | |
1153 | |
1150 | /* |
1154 | /* |
1151 | * Searches the artifact lists and returns one that has the same type |
1155 | * Searches the artifact lists and returns one that has the same type |
1152 | * of objects on it. |
1156 | * of objects on it. |
… | |
… | |
1157 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1161 | for (artifactlist *al = first_artifactlist; al; al = al->next) |
1158 | if (al->type == type) |
1162 | if (al->type == type) |
1159 | return al; |
1163 | return al; |
1160 | |
1164 | |
1161 | return 0; |
1165 | return 0; |
1162 | } |
|
|
1163 | |
|
|
1164 | /* |
|
|
1165 | * For debugging purposes. Dumps all tables. |
|
|
1166 | */ |
|
|
1167 | void |
|
|
1168 | dump_artifacts (void) |
|
|
1169 | { |
|
|
1170 | artifactlist *al; |
|
|
1171 | artifact *art; |
|
|
1172 | linked_char *next; |
|
|
1173 | |
|
|
1174 | fprintf (logfile, "\n"); |
|
|
1175 | for (al = first_artifactlist; al != NULL; al = al->next) |
|
|
1176 | { |
|
|
1177 | fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); |
|
|
1178 | for (art = al->items; art != NULL; art = art->next) |
|
|
1179 | { |
|
|
1180 | fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); |
|
|
1181 | if (art->allowed != NULL) |
|
|
1182 | { |
|
|
1183 | fprintf (logfile, "\tallowed combinations:"); |
|
|
1184 | for (next = art->allowed; next != NULL; next = next->next) |
|
|
1185 | fprintf (logfile, "%s,", &next->name); |
|
|
1186 | fprintf (logfile, "\n"); |
|
|
1187 | } |
|
|
1188 | } |
|
|
1189 | } |
|
|
1190 | fprintf (logfile, "\n"); |
|
|
1191 | } |
|
|
1192 | |
|
|
1193 | /* |
|
|
1194 | * For debugging purposes. Dumps all treasures recursively (see below). |
|
|
1195 | */ |
|
|
1196 | void |
|
|
1197 | dump_monster_treasure_rec (const char *name, treasure *t, int depth) |
|
|
1198 | { |
|
|
1199 | treasurelist *tl; |
|
|
1200 | int i; |
|
|
1201 | |
|
|
1202 | if (depth > 100) |
|
|
1203 | return; |
|
|
1204 | |
|
|
1205 | while (t) |
|
|
1206 | { |
|
|
1207 | if (t->name) |
|
|
1208 | { |
|
|
1209 | for (i = 0; i < depth; i++) |
|
|
1210 | fprintf (logfile, " "); |
|
|
1211 | |
|
|
1212 | fprintf (logfile, "{ (list: %s)\n", &t->name); |
|
|
1213 | |
|
|
1214 | tl = treasurelist::find (t->name); |
|
|
1215 | if (tl) |
|
|
1216 | dump_monster_treasure_rec (name, tl->items, depth + 2); |
|
|
1217 | |
|
|
1218 | for (i = 0; i < depth; i++) |
|
|
1219 | fprintf (logfile, " "); |
|
|
1220 | |
|
|
1221 | fprintf (logfile, "} (end of list: %s)\n", &t->name); |
|
|
1222 | } |
|
|
1223 | else |
|
|
1224 | { |
|
|
1225 | for (i = 0; i < depth; i++) |
|
|
1226 | fprintf (logfile, " "); |
|
|
1227 | |
|
|
1228 | if (t->item && t->item->type == FLESH) |
|
|
1229 | fprintf (logfile, "%s's %s\n", name, &t->item->object::name); |
|
|
1230 | else |
|
|
1231 | fprintf (logfile, "%s\n", &t->item->object::name); |
|
|
1232 | } |
|
|
1233 | |
|
|
1234 | if (t->next_yes) |
|
|
1235 | { |
|
|
1236 | for (i = 0; i < depth; i++) |
|
|
1237 | fprintf (logfile, " "); |
|
|
1238 | |
|
|
1239 | fprintf (logfile, " (if yes)\n"); |
|
|
1240 | dump_monster_treasure_rec (name, t->next_yes, depth + 1); |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | if (t->next_no) |
|
|
1244 | { |
|
|
1245 | for (i = 0; i < depth; i++) |
|
|
1246 | fprintf (logfile, " "); |
|
|
1247 | |
|
|
1248 | fprintf (logfile, " (if no)\n"); |
|
|
1249 | dump_monster_treasure_rec (name, t->next_no, depth + 1); |
|
|
1250 | } |
|
|
1251 | |
|
|
1252 | t = t->next; |
|
|
1253 | } |
|
|
1254 | } |
|
|
1255 | |
|
|
1256 | /* |
|
|
1257 | * For debugging purposes. Dumps all treasures for a given monster. |
|
|
1258 | * Created originally by Raphael Quinet for debugging the alchemy code. |
|
|
1259 | */ |
|
|
1260 | void |
|
|
1261 | dump_monster_treasure (const char *name) |
|
|
1262 | { |
|
|
1263 | archetype *at; |
|
|
1264 | int found; |
|
|
1265 | |
|
|
1266 | found = 0; |
|
|
1267 | fprintf (logfile, "\n"); |
|
|
1268 | |
|
|
1269 | for_all_archetypes (at) |
|
|
1270 | if (!strcasecmp (at->object::name, name) && at->title == NULL) |
|
|
1271 | { |
|
|
1272 | fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname); |
|
|
1273 | if (at->randomitems != NULL) |
|
|
1274 | dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1); |
|
|
1275 | else |
|
|
1276 | fprintf (logfile, "(nothing)\n"); |
|
|
1277 | |
|
|
1278 | fprintf (logfile, "\n"); |
|
|
1279 | found++; |
|
|
1280 | } |
|
|
1281 | |
|
|
1282 | if (found == 0) |
|
|
1283 | fprintf (logfile, "No objects have the name %s!\n\n", name); |
|
|
1284 | } |
1166 | } |
1285 | |
1167 | |
1286 | /* |
1168 | /* |
1287 | * Builds up the lists of artifacts from the file in the libdir. |
1169 | * Builds up the lists of artifacts from the file in the libdir. |
1288 | */ |
1170 | */ |