ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.57 by root, Tue Apr 24 00:42:02 2007 UTC vs.
Revision 1.73 by root, Sun Apr 20 05:24:55 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 (©) 2005,2006,2007,2008 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::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
151 break; 157 break;
152 158
153 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 175 t->next = read_treasure (f);
170 return t; 176 return t;
171 177
172 default: 178 default:
173 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 180 goto error;
175 181
176 return t; 182 return t;
177 } 183 }
178 184
179 f.next (); 185 f.next ();
180 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
181} 193}
182 194
183/* 195/*
184 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
185 */ 197 */
197 209
198 /* This is a one of the many items on the list should be generated. 210 /* 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 211 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
201 */ 213 */
202 tl->total_chance = 0;
203
204 if (one) 214 if (one)
205 { 215 {
206 for (treasure *t = tl->items; t; t = t->next) 216 for (treasure *t = tl->items; t; t = t->next)
207 { 217 {
208 if (t->next_yes || t->next_no) 218 if (t->next_yes || t->next_no)
209 { 219 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 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"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 222 }
213 223
214 tl->total_chance += t->chance; 224 tl->total_chance += t->chance;
215 } 225 }
246 return; 256 return;
247 } 257 }
248 258
249 op->expand_tail (); 259 op->expand_tail ();
250 260
251 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 if (op->blocked (creator->map, creator->x, creator->y))
252 op->destroy (); 262 op->destroy ();
253 else 263 else
254 { 264 {
255 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
302 else 312 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
304 } 314 }
305 else 315 else
306 { 316 {
307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
308 { 318 {
309 object *tmp = arch_to_object (t->item); 319 object *tmp = arch_to_object (t->item);
310 320
311 if (t->nrof && tmp->nrof <= 1) 321 if (t->nrof && tmp->nrof <= 1)
312 tmp->nrof = rndm (t->nrof) + 1; 322 tmp->nrof = rndm (t->nrof) + 1;
359 create_treasure (tl, op, flag, difficulty, tries); 369 create_treasure (tl, op, flag, difficulty, tries);
360 } 370 }
361 else if (t->nrof) 371 else if (t->nrof)
362 create_one_treasure (tl, op, flag, difficulty, tries); 372 create_one_treasure (tl, op, flag, difficulty, tries);
363 } 373 }
364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
365 { 375 {
366 if (object *tmp = arch_to_object (t->item)) 376 if (object *tmp = arch_to_object (t->item))
367 { 377 {
368 if (t->nrof && tmp->nrof <= 1) 378 if (t->nrof && tmp->nrof <= 1)
369 tmp->nrof = rndm (t->nrof) + 1; 379 tmp->nrof = rndm (t->nrof) + 1;
397 407
398 if (tries++ > 100) 408 if (tries++ > 100)
399 { 409 {
400 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 410 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
401 return; 411 return;
412 }
413
414 if (op->flag [FLAG_TREASURE_ENV])
415 {
416 // do not generate items when there already is something above the object
417 if (op->flag [FLAG_IS_FLOOR] && op->above)
418 return;
419
420 flag |= GT_ENVIRONMENT;
402 } 421 }
403 422
404 if (tl->total_chance) 423 if (tl->total_chance)
405 create_one_treasure (tl, op, flag, difficulty, tries); 424 create_one_treasure (tl, op, flag, difficulty, tries);
406 else 425 else
483 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
484 */ 503 */
485int 504int
486level_for_item (const object *op, int difficulty) 505level_for_item (const object *op, int difficulty)
487{ 506{
488 int olevel = 0;
489
490 if (!op->inv) 507 if (!op->inv)
491 { 508 {
492 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
493 return 0; 510 return 0;
494 } 511 }
495 512
496 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
497 514
498 if (olevel <= 0) 515 if (olevel <= 0)
499 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
500 517
501 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL);
502 olevel = MAXLEVEL;
503
504 return olevel;
505} 519}
506 520
507/* 521/*
508 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
509 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
565 579
566 op->magic = magic; 580 op->magic = magic;
567 if (op->arch) 581 if (op->arch)
568 { 582 {
569 if (op->type == ARMOUR) 583 if (op->type == ARMOUR)
570 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
571 585
572 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
573 magic = (-magic); 587 magic = (-magic);
574 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
575 } 589 }
576 else 590 else
577 { 591 {
578 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
641 case 2: 655 case 2:
642 case 3: 656 case 3:
643 case 4: 657 case 4:
644 case 5: 658 case 5:
645 case 6: 659 case 6:
646 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 660 op->stats.stat (r) += bonus;
647 break; 661 break;
648 662
649 case 7: 663 case 7:
650 op->stats.dam += bonus; 664 op->stats.dam += bonus;
651 break; 665 break;
815 ARG_INT (flags))) 829 ARG_INT (flags)))
816 return; 830 return;
817 831
818 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
819 { 833 {
820 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
821 { 835 {
822 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
823 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
824 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
825 } 839 }
830 844
831 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
832 846
833 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
834 || op->type == HORN 848 || op->type == HORN
835 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
836 * used for shop_floors or treasures */
837 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
838 } 851 }
839 852
840 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
841 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
883 { 896 {
884 if (op->type == POTION) 897 if (op->type == POTION)
885 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
886 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
887 { 900 {
888 object *tmp;
889
890 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
891 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
892 op->stats.sp = 0; 903 op->stats.sp = 0;
893 } 904 }
894 } 905 }
895 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
953 SET_FLAG (op, FLAG_CURSED); 964 SET_FLAG (op, FLAG_CURSED);
954 break; 965 break;
955 } 966 }
956 967
957 case AMULET: 968 case AMULET:
958 if (op->arch == amulet_arch) 969 if (IS_ARCH (op->arch, amulet))
959 op->value *= 5; /* Since it's not just decoration */ 970 op->value *= 5; /* Since it's not just decoration */
960 971
961 case RING: 972 case RING:
962 if (op->arch == NULL) 973 if (!op->arch) // wtf? schmorp
963 { 974 {
964 op->destroy (); 975 op->destroy ();
965 op = 0; 976 op = 0;
966 break; 977 break;
967 } 978 }
968 979
969 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 980 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
970 break; 981 break;
971 982
972 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
973 SET_FLAG (op, FLAG_CURSED); 984 SET_FLAG (op, FLAG_CURSED);
974 985
1127 * Allocate and return the pointer to an empty artifactlist structure. 1138 * Allocate and return the pointer to an empty artifactlist structure.
1128 */ 1139 */
1129static artifactlist * 1140static artifactlist *
1130get_empty_artifactlist (void) 1141get_empty_artifactlist (void)
1131{ 1142{
1132 return salloc0 <artifactlist> (); 1143 return salloc0<artifactlist> ();
1133} 1144}
1134 1145
1135/* 1146/*
1136 * Allocate and return the pointer to an empty artifact structure. 1147 * Allocate and return the pointer to an empty artifact structure.
1137 */ 1148 */
1138static artifact * 1149static artifact *
1139get_empty_artifact (void) 1150get_empty_artifact (void)
1140{ 1151{
1141 return salloc0 <artifact> (); 1152 return salloc0<artifact> ();
1142} 1153}
1143 1154
1144/* 1155/*
1145 * Searches the artifact lists and returns one that has the same type 1156 * Searches the artifact lists and returns one that has the same type
1146 * of objects on it. 1157 * of objects on it.
1151 for (artifactlist *al = first_artifactlist; al; al = al->next) 1162 for (artifactlist *al = first_artifactlist; al; al = al->next)
1152 if (al->type == type) 1163 if (al->type == type)
1153 return al; 1164 return al;
1154 1165
1155 return 0; 1166 return 0;
1156}
1157
1158/*
1159 * For debugging purposes. Dumps all tables.
1160 */
1161void
1162dump_artifacts (void)
1163{
1164 artifactlist *al;
1165 artifact *art;
1166 linked_char *next;
1167
1168 fprintf (logfile, "\n");
1169 for (al = first_artifactlist; al != NULL; al = al->next)
1170 {
1171 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1172 for (art = al->items; art != NULL; art = art->next)
1173 {
1174 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1175 if (art->allowed != NULL)
1176 {
1177 fprintf (logfile, "\tallowed combinations:");
1178 for (next = art->allowed; next != NULL; next = next->next)
1179 fprintf (logfile, "%s,", &next->name);
1180 fprintf (logfile, "\n");
1181 }
1182 }
1183 }
1184 fprintf (logfile, "\n");
1185}
1186
1187/*
1188 * For debugging purposes. Dumps all treasures recursively (see below).
1189 */
1190void
1191dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1192{
1193 treasurelist *tl;
1194 int i;
1195
1196 if (depth > 100)
1197 return;
1198
1199 while (t)
1200 {
1201 if (t->name)
1202 {
1203 for (i = 0; i < depth; i++)
1204 fprintf (logfile, " ");
1205
1206 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207
1208 tl = treasurelist::find (t->name);
1209 if (tl)
1210 dump_monster_treasure_rec (name, tl->items, depth + 2);
1211
1212 for (i = 0; i < depth; i++)
1213 fprintf (logfile, " ");
1214
1215 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1216 }
1217 else
1218 {
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 if (t->item && t->item->clone.type == FLESH)
1223 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1224 else
1225 fprintf (logfile, "%s\n", &t->item->clone.name);
1226 }
1227
1228 if (t->next_yes)
1229 {
1230 for (i = 0; i < depth; i++)
1231 fprintf (logfile, " ");
1232
1233 fprintf (logfile, " (if yes)\n");
1234 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1235 }
1236
1237 if (t->next_no)
1238 {
1239 for (i = 0; i < depth; i++)
1240 fprintf (logfile, " ");
1241
1242 fprintf (logfile, " (if no)\n");
1243 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1244 }
1245
1246 t = t->next;
1247 }
1248}
1249
1250/*
1251 * For debugging purposes. Dumps all treasures for a given monster.
1252 * Created originally by Raphael Quinet for debugging the alchemy code.
1253 */
1254void
1255dump_monster_treasure (const char *name)
1256{
1257 archetype *at;
1258 int found;
1259
1260 found = 0;
1261 fprintf (logfile, "\n");
1262
1263 for (at = first_archetype; at != NULL; at = at->next)
1264 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1265 {
1266 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1267 if (at->clone.randomitems != NULL)
1268 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1269 else
1270 fprintf (logfile, "(nothing)\n");
1271
1272 fprintf (logfile, "\n");
1273 found++;
1274 }
1275
1276 if (found == 0)
1277 fprintf (logfile, "No objects have the name %s!\n\n", name);
1278} 1167}
1279 1168
1280/* 1169/*
1281 * Builds up the lists of artifacts from the file in the libdir. 1170 * Builds up the lists of artifacts from the file in the libdir.
1282 */ 1171 */
1296 sprintf (filename, "%s/artifacts", settings.datadir); 1185 sprintf (filename, "%s/artifacts", settings.datadir);
1297 object_thawer f (filename); 1186 object_thawer f (filename);
1298 1187
1299 if (!f) 1188 if (!f)
1300 return; 1189 return;
1301
1302 f.next ();
1303 1190
1304 for (;;) 1191 for (;;)
1305 { 1192 {
1306 switch (f.kw) 1193 switch (f.kw)
1307 { 1194 {
1411#endif 1298#endif
1412 op->face = change->face; 1299 op->face = change->face;
1413 } 1300 }
1414 1301
1415 for (i = 0; i < NUM_STATS; i++) 1302 for (i = 0; i < NUM_STATS; i++)
1416 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1303 change_attr_value (&(op->stats), i, change->stats.stat (i));
1417 1304
1418 op->attacktype |= change->attacktype; 1305 op->attacktype |= change->attacktype;
1419 op->path_attuned |= change->path_attuned; 1306 op->path_attuned |= change->path_attuned;
1420 op->path_repelled |= change->path_repelled; 1307 op->path_repelled |= change->path_repelled;
1421 op->path_denied |= change->path_denied; 1308 op->path_denied |= change->path_denied;
1605 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1606 else 1493 else
1607 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1608 1495
1609 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1610 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1497 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1611 return !neg; 1498 return !neg;
1612 1499
1613 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1614 * everything is allowed except what we match 1501 * everything is allowed except what we match
1615 */ 1502 */

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines