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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 2009 UTC vs.
Revision 1.101 by root, Fri Mar 26 00:59:20 2010 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
51 slice_allocator< std::pair<const char *const, treasurelist *> > 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52> tl_map_t; 51> tl_map_t;
53 52
54static tl_map_t tl_map; 53static tl_map_t tl_map;
55 54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
68
56/* 69/*
57 * Searches for the given treasurelist 70 * Searches for the given treasurelist
58 */ 71 */
59treasurelist * 72treasurelist *
60treasurelist::find (const char *name) 73treasurelist::find (const char *name)
89 102
90 tl_map.insert (std::make_pair (tl->name, tl)); 103 tl_map.insert (std::make_pair (tl->name, tl));
91 } 104 }
92 105
93 return tl; 106 return tl;
94}
95
96//TODO: class method
97void
98clear (treasurelist *tl)
99{
100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
107} 107}
108 108
109#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
309 } 309 }
310 else 310 else
311 { 311 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 { 313 {
314 object *tmp = arch_to_object (t->item); 314 object *tmp = t->item->instance ();
315 315
316 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
318 318
319 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 else if (t->nrof) 366 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
368 } 368 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 { 370 {
371 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = t->item->instance ())
372 { 372 {
373 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
375 375
376 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
495 * This code presumes that op has had its spell object created (in op->inv) 495 * This code presumes that op has had its spell object created (in op->inv)
496 * 496 *
497 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
499 */ 499 */
500int 500static int
501level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
502{ 502{
503 if (!op->inv) 503 if (!op->inv)
504 { 504 {
505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
522 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
523 * Scaling difficulty by max_level, as difficulty is a level and not some 523 * Scaling difficulty by max_level, as difficulty is a level and not some
524 * weird integer between 1-31. 524 * weird integer between 1-31.
525 * 525 *
526 */ 526 */
527int 527static int
528magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
529{ 529{
530 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
532 532
622 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
623 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
624 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
625 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
626 */ 626 */
627void 627static void
628set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
629{ 629{
630
631 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
632 631
633 if (op->type == AMULET) 632 if (op->type == AMULET)
634 { 633 {
635 if (!(rndm (21))) 634 if (!(rndm (21)))
758 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
759 * It is only used in fix_generated_treasure() to set bonuses on 758 * It is only used in fix_generated_treasure() to set bonuses on
760 * rings and amulets. 759 * rings and amulets.
761 * Another scheme is used to calculate the magic of weapons and armours. 760 * Another scheme is used to calculate the magic of weapons and armours.
762 */ 761 */
763int 762static int
764get_magic (int diff) 763get_magic (int diff)
765{ 764{
766 int i; 765 int i;
767 766
768 if (diff < 3) 767 if (diff < 3)
771 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
772 if (rndm (diff)) 771 if (rndm (diff))
773 return i; 772 return i;
774 773
775 return 4; 774 return 4;
775}
776
777/* special_potion() - so that old potion code is still done right. */
778static int
779special_potion (object *op)
780{
781 if (op->attacktype)
782 return 1;
783
784 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
785 return 1;
786
787 for (int i = 0; i < NROFATTACKS; i++)
788 if (op->resist[i])
789 return 1;
790
791 return 0;
776} 792}
777 793
778#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
779#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 795#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
780 796
817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
818 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
819 op->randomitems = 0; 835 op->randomitems = 0;
820 } 836 }
821 837
822 if (difficulty < 1) 838 max_it (difficulty, 1);
823 difficulty = 1;
824 839
825 if (INVOKE_OBJECT (ADD_BONUS, op, 840 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0), 841 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic), 842 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags))) 843 ARG_INT (flags)))
887 * again below */ 902 * again below */
888 } 903 }
889 } 904 }
890 905
891 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
892 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
893 908
894 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
895 { 910 {
896 if (op->type == POTION) 911 if (op->type == POTION)
897 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
928 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
929 944
930 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
932 { 947 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]); 948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op); 949 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0; 950 op->stats.sp = 0;
938 } 951 }
939 952
940 while (!(is_special = special_potion (op)) && !op->inv) 953 while (!(is_special = special_potion (op)) && !op->inv)
948 * since the value set on those is already correct. 961 * since the value set on those is already correct.
949 */ 962 */
950 if (op->inv && op->randomitems) 963 if (op->inv && op->randomitems)
951 { 964 {
952 /* value multiplier is same as for scrolls */ 965 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value); 966 op->value *= op->inv->value;
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 } 968 }
956 else 969 else
957 { 970 {
958 op->name = "potion"; 971 op->name = "potion";
959 op->name_pl = "potions"; 972 op->name_pl = "potions";
960 } 973 }
961 974
962 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
977
964 break; 978 break;
965 } 979 }
966 980
967 case AMULET: 981 case AMULET:
968 if (IS_ARCH (op->arch, amulet)) 982 if (IS_ARCH (op->arch, amulet))
1080 * 10 time multiplier). This way, the value are a bit more reasonable. 1094 * 10 time multiplier). This way, the value are a bit more reasonable.
1081 */ 1095 */
1082 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1083 /* maxhp is used to denote how many 'charges' the rod holds before */ 1097 /* maxhp is used to denote how many 'charges' the rod holds before */
1084 if (op->stats.maxhp) 1098 if (op->stats.maxhp)
1085 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1099 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1086 else 1100 else
1087 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1101 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1088 1102
1089 op->stats.hp = op->stats.maxhp; 1103 op->stats.hp = op->stats.maxhp;
1090 break; 1104 break;
1091 1105
1092 case SCROLL: 1106 case SCROLL:
1129 1143
1130/* 1144/*
1131 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1132 */ 1146 */
1133static artifactlist * 1147static artifactlist *
1134get_empty_artifactlist (void) 1148get_empty_artifactlist ()
1135{ 1149{
1136 return salloc0<artifactlist> (); 1150 return salloc0<artifactlist> ();
1137} 1151}
1138 1152
1139/* 1153/*
1140 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1141 */ 1155 */
1142static artifact * 1156static artifact *
1143get_empty_artifact (void) 1157get_empty_artifact ()
1144{ 1158{
1145 return salloc0<artifact> (); 1159 return salloc0<artifact> ();
1146} 1160}
1147 1161
1148/* 1162/*
1161 1175
1162/* 1176/*
1163 * Builds up the lists of artifacts from the file in the libdir. 1177 * Builds up the lists of artifacts from the file in the libdir.
1164 */ 1178 */
1165void 1179void
1166init_artifacts (void) 1180init_artifacts ()
1167{ 1181{
1168 static int has_been_inited = 0; 1182 static int has_been_inited = 0;
1169 char filename[MAX_BUF]; 1183 char filename[MAX_BUF];
1170 artifact *art = NULL; 1184 artifact *art = NULL;
1171 artifactlist *al; 1185 artifactlist *al;
1191 1205
1192 { 1206 {
1193 if (!strcmp (f.get_str (), "all")) 1207 if (!strcmp (f.get_str (), "all"))
1194 break; 1208 break;
1195 1209
1196 char *next, *cp = f.get_str (); 1210 const char *cp = f.get_str ();
1197 1211 char *next;
1198 do 1212 do
1199 { 1213 {
1200 if ((next = strchr (cp, ','))) 1214 if ((next = (char *)strchr (cp, ',')))
1201 *next++ = '\0'; 1215 *next++ = '\0';
1202 1216
1203 linked_char *tmp = new linked_char; 1217 linked_char *tmp = new linked_char;
1204 1218
1205 tmp->name = cp; 1219 tmp->name = cp;
1352 if (op->type == HORN || op->type == POTION) 1366 if (op->type == HORN || op->type == POTION)
1353 { 1367 {
1354 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1355 op->destroy_inv (false); 1369 op->destroy_inv (false);
1356 1370
1357 object *tmp = arch_to_object (change->other_arch); 1371 object *tmp = change->other_arch->instance ();
1358 insert_ob_in_ob (tmp, op); 1372 insert_ob_in_ob (tmp, op);
1359 } 1373 }
1360 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1362 } 1376 }
1448 op->value *= change->value; 1462 op->value *= change->value;
1449 1463
1450 if (change->materials) 1464 if (change->materials)
1451 op->materials = change->materials; 1465 op->materials = change->materials;
1452 1466
1453 if (change->materialname) 1467 if (change->material != MATERIAL_NULL)
1454 op->materialname = change->materialname; 1468 op->material = change->material;
1455 1469
1456 if (change->slaying) 1470 if (change->slaying)
1457 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1458 1472
1459 if (change->race) 1473 if (change->race)
1641 1655
1642 SET_FLAG (item, FLAG_NO_STEAL); 1656 SET_FLAG (item, FLAG_NO_STEAL);
1643 } 1657 }
1644} 1658}
1645 1659
1646/* special_potion() - so that old potion code is still done right. */ 1660static void
1647int
1648special_potion (object *op)
1649{
1650 if (op->attacktype)
1651 return 1;
1652
1653 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1654 return 1;
1655
1656 for (int i = 0; i < NROFATTACKS; i++)
1657 if (op->resist[i])
1658 return 1;
1659
1660 return 0;
1661}
1662
1663void
1664free_treasurestruct (treasure *t) 1661free_treasurestruct (treasure *t)
1665{ 1662{
1666 if (t->next) free_treasurestruct (t->next); 1663 if (t->next) free_treasurestruct (t->next);
1667 if (t->next_yes) free_treasurestruct (t->next_yes); 1664 if (t->next_yes) free_treasurestruct (t->next_yes);
1668 if (t->next_no) free_treasurestruct (t->next_no); 1665 if (t->next_no) free_treasurestruct (t->next_no);
1669 1666
1670 delete t; 1667 delete t;
1671} 1668}
1672 1669
1673void 1670static void
1674free_charlinks (linked_char *lc) 1671free_charlinks (linked_char *lc)
1675{ 1672{
1676 if (lc->next) 1673 if (lc->next)
1677 free_charlinks (lc->next); 1674 free_charlinks (lc->next);
1678 1675
1679 delete lc; 1676 delete lc;
1680} 1677}
1681 1678
1682void 1679static void
1683free_artifact (artifact *at) 1680free_artifact (artifact *at)
1684{ 1681{
1685 if (at->next) free_artifact (at->next); 1682 if (at->next) free_artifact (at->next);
1686 if (at->allowed) free_charlinks (at->allowed); 1683 if (at->allowed) free_charlinks (at->allowed);
1687 1684
1688 at->item->destroy (); 1685 at->item->destroy ();
1689 1686
1690 sfree (at); 1687 sfree (at);
1691} 1688}
1692 1689
1693void
1694free_artifactlist (artifactlist *al)
1695{
1696 artifactlist *nextal;
1697
1698 for (al = first_artifactlist; al; al = nextal)
1699 {
1700 nextal = al->next;
1701
1702 if (al->items)
1703 free_artifact (al->items);
1704
1705 sfree (al);
1706 }
1707}
1708
1709void
1710free_all_treasures (void)
1711{
1712 treasurelist *tl, *next;
1713
1714 for (tl = first_treasurelist; tl; tl = next)
1715 {
1716 clear (tl);
1717
1718 next = tl->next;
1719 delete tl;
1720 }
1721
1722 free_artifactlist (first_artifactlist);
1723}

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