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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.65 by root, Tue Sep 4 05:43:21 2007 UTC vs.
Revision 1.86 by root, Mon Oct 12 14:00:57 2009 UTC

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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * It is useful for finding bugs in the treasures file. Since it only 26 * 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 27 * slows the startup some (and not actual game play), it is by default
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h> 38#include <loader.h>
39 39
40extern char *spell_mapping[]; 40extern char *spell_mapping[];
41 41
42static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
46typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
47 const char *, 47 const char *,
48 treasurelist *, 48 treasurelist *,
49 str_hash, 49 str_hash,
50 str_equal, 50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 52> tl_map_t;
54 53
55static tl_map_t tl_map; 54static tl_map_t tl_map;
56 55
57/* 56/*
139 138
140 f.next (); 139 f.next ();
141 140
142 for (;;) 141 for (;;)
143 { 142 {
144 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
145 144
146 switch (f.kw) 145 switch (f.kw)
147 { 146 {
148 case KW_arch: 147 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
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
189error:
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 */
243 return; 255 return;
244 } 256 }
245 257
246 op->expand_tail (); 258 op->expand_tail ();
247 259
248 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
249 op->destroy (); 261 op->destroy ();
250 else 262 else
251 { 263 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 { 269 {
258 op = creator->insert (op); 270 op = creator->insert (op);
259 271
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 274 }
267} 275}
268 276
269/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 278 * in the generated object
434 442
435 if (ob->inv) 443 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 445
438 ob->destroy (); 446 ob->destroy ();
447
439 return tmp; 448 return tmp;
440} 449}
441 450
442/* 451/*
443 * This is a new way of calculating the chance for an item to have 452 * This is a new way of calculating the chance for an item to have
489 * 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.
490 */ 499 */
491int 500int
492level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
493{ 502{
494 int olevel = 0;
495
496 if (!op->inv) 503 if (!op->inv)
497 { 504 {
498 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);
499 return 0; 506 return 0;
500 } 507 }
501 508
502 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
503 510
504 if (olevel <= 0) 511 if (olevel <= 0)
505 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
506 513
507 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
508 olevel = MAXLEVEL;
509
510 return olevel;
511} 515}
512 516
513/* 517/*
514 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
515 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
575 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
577 581
578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
579 magic = (-magic); 583 magic = (-magic);
584
580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 } 586 }
582 else 587 else
583 { 588 {
584 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 magic = (-magic); 593 magic = (-magic);
594
588 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
589 } 596 }
590} 597}
591 598
592/* 599/*
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)
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
976 break; 973 break;
977 974
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
980 977
1000 op->value *= 5; 997 op->value *= 5;
1001 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
1002 } 999 }
1003 } 1000 }
1004 1001
1005 if (GET_ANIM_ID (op)) 1002 if (op->animation_id)
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1003 op->set_anim_frame (rndm (op->anim_frames ()));
1007 1004
1008 break; 1005 break;
1009 1006
1010 case BOOK: 1007 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1133 * Allocate and return the pointer to an empty artifactlist structure. 1130 * Allocate and return the pointer to an empty artifactlist structure.
1134 */ 1131 */
1135static artifactlist * 1132static artifactlist *
1136get_empty_artifactlist (void) 1133get_empty_artifactlist (void)
1137{ 1134{
1138 return salloc0 <artifactlist> (); 1135 return salloc0<artifactlist> ();
1139} 1136}
1140 1137
1141/* 1138/*
1142 * Allocate and return the pointer to an empty artifact structure. 1139 * Allocate and return the pointer to an empty artifact structure.
1143 */ 1140 */
1144static artifact * 1141static artifact *
1145get_empty_artifact (void) 1142get_empty_artifact (void)
1146{ 1143{
1147 return salloc0 <artifact> (); 1144 return salloc0<artifact> ();
1148} 1145}
1149 1146
1150/* 1147/*
1151 * Searches the artifact lists and returns one that has the same type 1148 * Searches the artifact lists and returns one that has the same type
1152 * of objects on it. 1149 * of objects on it.
1157 for (artifactlist *al = first_artifactlist; al; al = al->next) 1154 for (artifactlist *al = first_artifactlist; al; al = al->next)
1158 if (al->type == type) 1155 if (al->type == type)
1159 return al; 1156 return al;
1160 1157
1161 return 0; 1158 return 0;
1162}
1163
1164/*
1165 * For debugging purposes. Dumps all tables.
1166 */
1167void
1168dump_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 */
1196void
1197dump_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 */
1260void
1261dump_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} 1159}
1285 1160
1286/* 1161/*
1287 * Builds up the lists of artifacts from the file in the libdir. 1162 * Builds up the lists of artifacts from the file in the libdir.
1288 */ 1163 */
1473 * to cast. So convert that to into a spell and put it into 1348 * to cast. So convert that to into a spell and put it into
1474 * this object. 1349 * this object.
1475 */ 1350 */
1476 if (op->type == HORN || op->type == POTION) 1351 if (op->type == HORN || op->type == POTION)
1477 { 1352 {
1478 object *tmp_obj;
1479
1480 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1481 while (op->inv)
1482 op->inv->destroy (); 1354 op->destroy_inv (false);
1483 1355
1484 tmp_obj = arch_to_object (change->other_arch); 1356 object *tmp = arch_to_object (change->other_arch);
1485 insert_ob_in_ob (tmp_obj, op); 1357 insert_ob_in_ob (tmp, op);
1486 } 1358 }
1487 /* No harm setting this for potions/horns */ 1359 /* No harm setting this for potions/horns */
1488 op->other_arch = change->other_arch; 1360 op->other_arch = change->other_arch;
1489 } 1361 }
1490 1362
1695#if 1 1567#if 1
1696 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1568 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1697#endif 1569#endif
1698 return; 1570 return;
1699 } 1571 }
1700 if (!strcmp (art->item->name, "NONE")) 1572
1573 if (art->item->name == shstr_NONE)
1701 return; 1574 return;
1575
1702 if (FABS (op->magic) < art->item->magic) 1576 if (fabs (op->magic) < art->item->magic)
1703 continue; /* Not magic enough to be this item */ 1577 continue; /* Not magic enough to be this item */
1704 1578
1705 /* Map difficulty not high enough */ 1579 /* Map difficulty not high enough */
1706 if (difficulty < art->difficulty) 1580 if (difficulty < art->difficulty)
1707 continue; 1581 continue;
1758 item->level = donor->level; 1632 item->level = donor->level;
1759 1633
1760 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1761 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1762 item->type = POISON; 1636 item->type = POISON;
1637
1763 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1764 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -1 * item->stats.food;
1640
1765 SET_FLAG (item, FLAG_NO_STEAL); 1641 SET_FLAG (item, FLAG_NO_STEAL);
1766 } 1642 }
1767} 1643}
1768 1644
1769/* special_potion() - so that old potion code is still done right. */ 1645/* special_potion() - so that old potion code is still done right. */
1806free_artifact (artifact *at) 1682free_artifact (artifact *at)
1807{ 1683{
1808 if (at->next) free_artifact (at->next); 1684 if (at->next) free_artifact (at->next);
1809 if (at->allowed) free_charlinks (at->allowed); 1685 if (at->allowed) free_charlinks (at->allowed);
1810 1686
1811 at->item->destroy (1); 1687 at->item->destroy ();
1812 1688
1813 sfree (at); 1689 sfree (at);
1814} 1690}
1815 1691
1816void 1692void

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