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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.53 by root, Sat Apr 21 16:56:30 2007 UTC vs.
Revision 1.70 by root, Wed Apr 2 11:13:52 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{
232 if (flags & GT_ENVIRONMENT)
233 {
235 /* 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
236 * 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
237 * 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
238 * by another object. 237 * by another object.
239 */ 238 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 240 if (op->type == SPELL)
242 op->deactivate_recursive (); 241 {
242 op->destroy ();
243 return;
244 }
245
243 op->expand_tail (); 246 op->expand_tail ();
244 247
245 if (ob_blocked (op, creator->map, creator->x, creator->y)) 248 if (op->blocked (creator->map, creator->x, creator->y))
246 op->destroy (); 249 op->destroy ();
247 else 250 else
248 { 251 {
249 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
250 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);
296 else 299 else
297 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);
298 } 301 }
299 else 302 else
300 { 303 {
301 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
302 { 305 {
303 object *tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
304 307
305 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
306 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
353 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
354 } 357 }
355 else if (t->nrof) 358 else if (t->nrof)
356 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
357 } 360 }
358 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
359 { 362 {
360 if (object *tmp = arch_to_object (t->item)) 363 if (object *tmp = arch_to_object (t->item))
361 { 364 {
362 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
363 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 369 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
368 } 371 }
369 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
370} 379}
371 380
372/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
373 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
374 * 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
385 394
386 if (tries++ > 100) 395 if (tries++ > 100)
387 { 396 {
388 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
389 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;
390 } 408 }
391 409
392 if (tl->total_chance) 410 if (tl->total_chance)
393 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
394 else 412 else
471 * 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.
472 */ 490 */
473int 491int
474level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
475{ 493{
476 int olevel = 0;
477
478 if (!op->inv) 494 if (!op->inv)
479 { 495 {
480 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);
481 return 0; 497 return 0;
482 } 498 }
483 499
484 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
485 501
486 if (olevel <= 0) 502 if (olevel <= 0)
487 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
488 504
489 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
490 olevel = MAXLEVEL;
491
492 return olevel;
493} 506}
494 507
495/* 508/*
496 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
497 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
553 566
554 op->magic = magic; 567 op->magic = magic;
555 if (op->arch) 568 if (op->arch)
556 { 569 {
557 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
558 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
559 572
560 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 */
561 magic = (-magic); 574 magic = (-magic);
562 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
563 } 576 }
564 else 577 else
565 { 578 {
566 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
567 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
629 case 2: 642 case 2:
630 case 3: 643 case 3:
631 case 4: 644 case 4:
632 case 5: 645 case 5:
633 case 6: 646 case 6:
634 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
635 break; 648 break;
636 649
637 case 7: 650 case 7:
638 op->stats.dam += bonus; 651 op->stats.dam += bonus;
639 break; 652 break;
1115 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1116 */ 1129 */
1117static artifactlist * 1130static artifactlist *
1118get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1119{ 1132{
1120 return salloc0 <artifactlist> (); 1133 return salloc0<artifactlist> ();
1121} 1134}
1122 1135
1123/* 1136/*
1124 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1125 */ 1138 */
1126static artifact * 1139static artifact *
1127get_empty_artifact (void) 1140get_empty_artifact (void)
1128{ 1141{
1129 return salloc0 <artifact> (); 1142 return salloc0<artifact> ();
1130} 1143}
1131 1144
1132/* 1145/*
1133 * 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
1134 * of objects on it. 1147 * of objects on it.
1205 else 1218 else
1206 { 1219 {
1207 for (i = 0; i < depth; i++) 1220 for (i = 0; i < depth; i++)
1208 fprintf (logfile, " "); 1221 fprintf (logfile, " ");
1209 1222
1210 if (t->item && t->item->clone.type == FLESH) 1223 if (t->item && t->item->type == FLESH)
1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1224 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1212 else 1225 else
1213 fprintf (logfile, "%s\n", &t->item->clone.name); 1226 fprintf (logfile, "%s\n", &t->item->object::name);
1214 } 1227 }
1215 1228
1216 if (t->next_yes) 1229 if (t->next_yes)
1217 { 1230 {
1218 for (i = 0; i < depth; i++) 1231 for (i = 0; i < depth; i++)
1246 int found; 1259 int found;
1247 1260
1248 found = 0; 1261 found = 0;
1249 fprintf (logfile, "\n"); 1262 fprintf (logfile, "\n");
1250 1263
1251 for (at = first_archetype; at != NULL; at = at->next) 1264 for_all_archetypes (at)
1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1265 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1253 { 1266 {
1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1255 if (at->clone.randomitems != NULL) 1268 if (at->randomitems != NULL)
1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1269 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1257 else 1270 else
1258 fprintf (logfile, "(nothing)\n"); 1271 fprintf (logfile, "(nothing)\n");
1259 1272
1260 fprintf (logfile, "\n"); 1273 fprintf (logfile, "\n");
1261 found++; 1274 found++;
1284 sprintf (filename, "%s/artifacts", settings.datadir); 1297 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer f (filename); 1298 object_thawer f (filename);
1286 1299
1287 if (!f) 1300 if (!f)
1288 return; 1301 return;
1289
1290 f.next ();
1291 1302
1292 for (;;) 1303 for (;;)
1293 { 1304 {
1294 switch (f.kw) 1305 switch (f.kw)
1295 { 1306 {
1399#endif 1410#endif
1400 op->face = change->face; 1411 op->face = change->face;
1401 } 1412 }
1402 1413
1403 for (i = 0; i < NUM_STATS; i++) 1414 for (i = 0; i < NUM_STATS; i++)
1404 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1415 change_attr_value (&(op->stats), i, change->stats.stat (i));
1405 1416
1406 op->attacktype |= change->attacktype; 1417 op->attacktype |= change->attacktype;
1407 op->path_attuned |= change->path_attuned; 1418 op->path_attuned |= change->path_attuned;
1408 op->path_repelled |= change->path_repelled; 1419 op->path_repelled |= change->path_repelled;
1409 op->path_denied |= change->path_denied; 1420 op->path_denied |= change->path_denied;
1593 name = tmp->name + 1, neg = 1; 1604 name = tmp->name + 1, neg = 1;
1594 else 1605 else
1595 name = tmp->name, neg = 0; 1606 name = tmp->name, neg = 0;
1596 1607
1597 /* If we match name, then return the opposite of 'neg' */ 1608 /* If we match name, then return the opposite of 'neg' */
1598 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1609 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1599 return !neg; 1610 return !neg;
1600 1611
1601 /* Set success as true, since if the match was an inverse, it means 1612 /* Set success as true, since if the match was an inverse, it means
1602 * everything is allowed except what we match 1613 * everything is allowed except what we match
1603 */ 1614 */

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