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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC vs.
Revision 1.86 by root, Mon Oct 12 14:00:57 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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.
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/*
144 coroapi::cede_to_tick (); 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 (op->blocked (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
570 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 581
573 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 */
574 magic = (-magic); 583 magic = (-magic);
584
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 586 }
577 else 587 else
578 { 588 {
579 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
581 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 */
582 magic = (-magic); 593 magic = (-magic);
594
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 596 }
585} 597}
586 598
587/* 599/*
816 ARG_INT (flags))) 828 ARG_INT (flags)))
817 return; 829 return;
818 830
819 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
820 { 832 {
821 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
822 { 834 {
823 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
826 } 838 }
831 843
832 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
833 845
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 847 || op->type == HORN
836 || 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 */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
839 } 850 }
840 851
841 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
884 { 895 {
885 if (op->type == POTION) 896 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
888 { 899 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 902 op->stats.sp = 0;
894 } 903 }
895 } 904 }
896 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
954 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
955 break; 964 break;
956 } 965 }
957 966
958 case AMULET: 967 case AMULET:
959 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
961 970
962 case RING: 971 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 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! */
971 break; 973 break;
972 974
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
975 977
995 op->value *= 5; 997 op->value *= 5;
996 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
997 } 999 }
998 } 1000 }
999 1001
1000 if (GET_ANIM_ID (op)) 1002 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1003 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1004
1003 break; 1005 break;
1004 1006
1005 case BOOK: 1007 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1346 * 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
1347 * this object. 1349 * this object.
1348 */ 1350 */
1349 if (op->type == HORN || op->type == POTION) 1351 if (op->type == HORN || op->type == POTION)
1350 { 1352 {
1351 object *tmp_obj;
1352
1353 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1354 while (op->inv)
1355 op->inv->destroy (); 1354 op->destroy_inv (false);
1356 1355
1357 tmp_obj = arch_to_object (change->other_arch); 1356 object *tmp = arch_to_object (change->other_arch);
1358 insert_ob_in_ob (tmp_obj, op); 1357 insert_ob_in_ob (tmp, op);
1359 } 1358 }
1360 /* No harm setting this for potions/horns */ 1359 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1360 op->other_arch = change->other_arch;
1362 } 1361 }
1363 1362
1568#if 1 1567#if 1
1569 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);
1570#endif 1569#endif
1571 return; 1570 return;
1572 } 1571 }
1573 if (!strcmp (art->item->name, "NONE")) 1572
1573 if (art->item->name == shstr_NONE)
1574 return; 1574 return;
1575
1575 if (FABS (op->magic) < art->item->magic) 1576 if (fabs (op->magic) < art->item->magic)
1576 continue; /* Not magic enough to be this item */ 1577 continue; /* Not magic enough to be this item */
1577 1578
1578 /* Map difficulty not high enough */ 1579 /* Map difficulty not high enough */
1579 if (difficulty < art->difficulty) 1580 if (difficulty < art->difficulty)
1580 continue; 1581 continue;
1631 item->level = donor->level; 1632 item->level = donor->level;
1632 1633
1633 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1634 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1635 item->type = POISON; 1636 item->type = POISON;
1637
1636 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1637 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -1 * item->stats.food;
1640
1638 SET_FLAG (item, FLAG_NO_STEAL); 1641 SET_FLAG (item, FLAG_NO_STEAL);
1639 } 1642 }
1640} 1643}
1641 1644
1642/* special_potion() - so that old potion code is still done right. */ 1645/* special_potion() - so that old potion code is still done right. */
1679free_artifact (artifact *at) 1682free_artifact (artifact *at)
1680{ 1683{
1681 if (at->next) free_artifact (at->next); 1684 if (at->next) free_artifact (at->next);
1682 if (at->allowed) free_charlinks (at->allowed); 1685 if (at->allowed) free_charlinks (at->allowed);
1683 1686
1684 at->item->destroy (1); 1687 at->item->destroy ();
1685 1688
1686 sfree (at); 1689 sfree (at);
1687} 1690}
1688 1691
1689void 1692void

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