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/cvs/deliantra/server/common/treasure.C
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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.48 by root, Tue Apr 17 18:40:31 2007 UTC vs.
Revision 1.59 by root, Sun Apr 29 00:19:16 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
145 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick_every (10);
146 146
147 switch (f.kw) 147 switch (f.kw)
148 { 148 {
149 case KW_arch: 149 case KW_arch:
150 if (!(t->item = archetype::find (f.get_str ()))) 150 t->item = archetype::get (f.get_str ());
151 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
152 break; 151 break;
153 152
154 case KW_list: f.get (t->name); break; 153 case KW_list: f.get (t->name); break;
155 case KW_change_name: f.get (t->change_arch.name); break; 154 case KW_change_name: f.get (t->change_arch.name); break;
156 case KW_change_title: f.get (t->change_arch.title); break; 155 case KW_change_title: f.get (t->change_arch.title); break;
198 197
199 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
200 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
201 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
202 */ 201 */
203 tl->total_chance = 0;
204
205 if (one) 202 if (one)
206 { 203 {
207 for (treasure *t = tl->items; t; t = t->next) 204 for (treasure *t = tl->items; t; t = t->next)
208 { 205 {
209 if (t->next_yes || t->next_no) 206 if (t->next_yes || t->next_no)
231 * start with equipment, but only their abilities). 228 * start with equipment, but only their abilities).
232 */ 229 */
233static void 230static void
234put_treasure (object *op, object *creator, int flags) 231put_treasure (object *op, object *creator, int flags)
235{ 232{
236 object *tmp; 233 if (flags & GT_ENVIRONMENT)
237 234 {
238 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
239 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
240 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
241 * by another object. 238 * by another object.
242 */ 239 */
243 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 //TODO: flag such as objects... as such (no drop, anybody?)
244 { 241 if (op->type == SPELL)
242 {
243 op->destroy ();
244 return;
245 }
246
247 op->expand_tail ();
248
249 if (ob_blocked (op, creator->map, creator->x, creator->y))
250 op->destroy ();
251 else
252 {
245 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 253 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
246 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
255 }
247 } 256 }
248 else 257 else
249 { 258 {
250 op = creator->insert (op); 259 op = creator->insert (op);
251 260
252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
253 monster_check_apply (creator, op); 262 monster_check_apply (creator, op);
254 263
255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
256 esrv_send_item (tmp, op); 266 esrv_send_item (tmp, op);
257 } 267 }
258} 268}
259 269
260/* if there are change_xxx commands in the treasure, we include the changes 270/* if there are change_xxx commands in the treasure, we include the changes
261 * in the generated object 271 * in the generated object
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 369 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 370 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 371 put_treasure (tmp, op, flag);
362 } 372 }
363 } 373 }
374}
375
376void
377object::create_treasure (treasurelist *tl, int flags)
378{
379 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
364} 380}
365 381
366/* This calls the appropriate treasure creation function. tries is passed 382/* This calls the appropriate treasure creation function. tries is passed
367 * to determine how many list transitions or attempts to create treasure 383 * to determine how many list transitions or attempts to create treasure
368 * have been made. It is really in place to prevent infinite loops with 384 * have been made. It is really in place to prevent infinite loops with
381 { 397 {
382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
383 return; 399 return;
384 } 400 }
385 401
402 if (op->flag [FLAG_TREASURE_ENV])
403 {
404 // do not generate items when there already is something above the object
405 if (op->flag [FLAG_IS_FLOOR] && op->above)
406 return;
407
408 flag |= GT_ENVIRONMENT;
409 }
410
386 if (tl->total_chance) 411 if (tl->total_chance)
387 create_one_treasure (tl, op, flag, difficulty, tries); 412 create_one_treasure (tl, op, flag, difficulty, tries);
388 else 413 else
389 create_all_treasures (tl->items, op, flag, difficulty, tries); 414 create_all_treasures (tl->items, op, flag, difficulty, tries);
390} 415}
397object * 422object *
398generate_treasure (treasurelist *tl, int difficulty) 423generate_treasure (treasurelist *tl, int difficulty)
399{ 424{
400 difficulty = clamp (difficulty, 1, settings.max_level); 425 difficulty = clamp (difficulty, 1, settings.max_level);
401 426
402 object *ob = object::create (), *tmp; 427 object *ob = object::create ();
403 428
404 create_treasure (tl, ob, 0, difficulty, 0); 429 create_treasure (tl, ob, 0, difficulty, 0);
405 430
406 /* Don't want to free the object we are about to return */ 431 /* Don't want to free the object we are about to return */
407 tmp = ob->inv; 432 object *tmp = ob->inv;
408 if (tmp != NULL) 433 if (tmp)
409 tmp->remove (); 434 tmp->remove ();
410 435
411 if (ob->inv) 436 if (ob->inv)
412 LOG (llevError, "In generate treasure, created multiple objects.\n"); 437 LOG (llevError, "In generate treasure, created multiple objects.\n");
413 438
421 * The array has two arguments, the difficulty of the level, and the 446 * The array has two arguments, the difficulty of the level, and the
422 * magical bonus "wanted". 447 * magical bonus "wanted".
423 */ 448 */
424 449
425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 450static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426
427// chance of magic difficulty 451// chance of magic difficulty
428// +0 +1 +2 +3 +4 452// +0 +1 +2 +3 +4
429 {95, 2, 2, 1, 0}, // 1 453 {95, 2, 2, 1, 0}, // 1
430 {92, 5, 2, 1, 0}, // 2 454 {92, 5, 2, 1, 0}, // 2
431 {85, 10, 4, 1, 0}, // 3 455 {85, 10, 4, 1, 0}, // 3
457 { 0, 0, 0, 3, 97}, // 29 481 { 0, 0, 0, 3, 97}, // 29
458 { 0, 0, 0, 0, 100}, // 30 482 { 0, 0, 0, 0, 100}, // 30
459 { 0, 0, 0, 0, 100}, // 31 483 { 0, 0, 0, 0, 100}, // 31
460}; 484};
461 485
462
463/* calculate the appropriate level for wands staves and scrolls. 486/* calculate the appropriate level for wands staves and scrolls.
464 * This code presumes that op has had its spell object created (in op->inv) 487 * This code presumes that op has had its spell object created (in op->inv)
465 * 488 *
466 * elmex Wed Aug 9 17:44:59 CEST 2006: 489 * elmex Wed Aug 9 17:44:59 CEST 2006:
467 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
468 */ 491 */
469
470int 492int
471level_for_item (const object *op, int difficulty) 493level_for_item (const object *op, int difficulty)
472{ 494{
473 int olevel = 0; 495 int olevel = 0;
474 496
784 save_item_power = op->item_power; 806 save_item_power = op->item_power;
785 op->item_power = 0; 807 op->item_power = 0;
786 808
787 if (op->randomitems && op->type != SPELL) 809 if (op->randomitems && op->type != SPELL)
788 { 810 {
789 create_treasure (op->randomitems, op, flags, difficulty, 0); 811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
790 if (!op->inv)
791 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
792
793 /* So the treasure doesn't get created again */ 812 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 813 op->randomitems = 0;
795 } 814 }
796 815
797 if (difficulty < 1) 816 if (difficulty < 1)
1327 break; 1346 break;
1328 1347
1329 case KW_object: 1348 case KW_object:
1330 { 1349 {
1331 art->item = object::create (); 1350 art->item = object::create ();
1351 f.get (art->item->name);
1352 f.next ();
1332 1353
1333 if (!art->item->parse_kv (f)) 1354 if (!art->item->parse_kv (f))
1334 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1355 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1335 1356
1336 al = find_artifactlist (art->item->type); 1357 al = find_artifactlist (art->item->type);
1571 if (change->msg) 1592 if (change->msg)
1572 op->msg = change->msg; 1593 op->msg = change->msg;
1573} 1594}
1574 1595
1575static int 1596static int
1576legal_artifact_combination (object *op, artifact * art) 1597legal_artifact_combination (object *op, artifact *art)
1577{ 1598{
1578 int neg, success = 0; 1599 int neg, success = 0;
1579 linked_char *tmp; 1600 linked_char *tmp;
1580 const char *name; 1601 const char *name;
1581 1602
1582 if (art->allowed == (linked_char *) NULL) 1603 if (!art->allowed)
1583 return 1; /* Ie, "all" */ 1604 return 1; /* Ie, "all" */
1605
1584 for (tmp = art->allowed; tmp; tmp = tmp->next) 1606 for (tmp = art->allowed; tmp; tmp = tmp->next)
1585 { 1607 {
1586#ifdef TREASURE_VERBOSE 1608#ifdef TREASURE_VERBOSE
1587 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1588#endif 1610#endif
1599 * everything is allowed except what we match 1621 * everything is allowed except what we match
1600 */ 1622 */
1601 else if (neg) 1623 else if (neg)
1602 success = 1; 1624 success = 1;
1603 } 1625 }
1626
1604 return success; 1627 return success;
1605} 1628}
1606 1629
1607/* 1630/*
1608 * Fixes the given object, giving it the abilities and titles 1631 * Fixes the given object, giving it the abilities and titles

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