--- deliantra/server/common/treasure.C 2008/07/20 16:56:34 1.78 +++ deliantra/server/common/treasure.C 2010/04/10 01:06:21 1.103 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -34,7 +35,6 @@ #include #include -#include extern char *spell_mapping[]; @@ -47,12 +47,25 @@ treasurelist *, str_hash, str_equal, - slice_allocator< std::pair >, - true + slice_allocator< std::pair > > tl_map_t; static tl_map_t tl_map; +//TODO: class method +static void free_treasurestruct (treasure *t); // bleh desu +static void +clear (treasurelist *tl) +{ + if (tl->items) + { + free_treasurestruct (tl->items); + tl->items = 0; + } + + tl->total_chance = 0; +} + /* * Searches for the given treasurelist */ @@ -93,19 +106,6 @@ return tl; } -//TODO: class method -void -clear (treasurelist *tl) -{ - if (tl->items) - { - free_treasurestruct (tl->items); - tl->items = 0; - } - - tl->total_chance = 0; -} - #ifdef TREASURE_DEBUG /* recursived checks the linked list. Treasurelist is passed only * so that the treasure name can be printed out @@ -257,11 +257,12 @@ op->expand_tail (); - if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) + if (!creator->is_on_map () + || (op->weight && op->blocked (creator->map, creator->x, creator->y))) op->destroy (); else { - SET_FLAG (op, FLAG_OBJ_ORIGINAL); + op->flag [FLAG_OBJ_ORIGINAL] = true; op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); } } @@ -311,7 +312,7 @@ { if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) { - object *tmp = arch_to_object (t->item); + object *tmp = t->item->instance (); if (t->nrof && tmp->nrof <= 1) tmp->nrof = rndm (t->nrof) + 1; @@ -368,7 +369,7 @@ } else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) { - if (object *tmp = arch_to_object (t->item)) + if (object *tmp = t->item->instance ()) { if (t->nrof && tmp->nrof <= 1) tmp->nrof = rndm (t->nrof) + 1; @@ -444,6 +445,7 @@ LOG (llevError, "In generate treasure, created multiple objects.\n"); ob->destroy (); + return tmp; } @@ -496,7 +498,7 @@ * elmex Wed Aug 9 17:44:59 CEST 2006: * Removed multiplicator, too many high-level items were generated on low-difficulty maps. */ -int +static int level_for_item (const object *op, int difficulty) { if (!op->inv) @@ -523,7 +525,7 @@ * weird integer between 1-31. * */ -int +static int magic_from_difficulty (int difficulty) { int percent = 0, magic = 0; @@ -623,10 +625,9 @@ * other bonuses previously rolled and ones the item might natively have. * 2) Add code to deal with new PR method. */ -void +static void set_ring_bonus (object *op, int bonus) { - int r = rndm (bonus > 0 ? 25 : 11); if (op->type == AMULET) @@ -759,7 +760,7 @@ * rings and amulets. * Another scheme is used to calculate the magic of weapons and armours. */ -int +static int get_magic (int diff) { int i; @@ -774,6 +775,23 @@ return 4; } +/* special_potion() - so that old potion code is still done right. */ +static int +special_potion (object *op) +{ + if (op->attacktype) + return 1; + + if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) + return 1; + + for (int i = 0; i < NROFATTACKS; i++) + if (op->resist[i]) + return 1; + + return 0; +} + #define DICE2 (get_magic(2)==2?2:1) #define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) @@ -818,8 +836,7 @@ op->randomitems = 0; } - if (difficulty < 1) - difficulty = 1; + max_it (difficulty, 1); if (INVOKE_OBJECT (ADD_BONUS, op, ARG_OBJECT (creator != op ? creator : 0), @@ -888,7 +905,7 @@ } /* materialtype modifications. Note we allow this on artifacts. */ - set_materialname (op, difficulty, NULL); + select_material (op, difficulty); if (flags & GT_MINIMAL) { @@ -929,9 +946,7 @@ /* Handle healing and magic power potions */ if (op->stats.sp && !op->randomitems) { - object *tmp; - - tmp = get_archetype (spell_mapping[op->stats.sp]); + object *tmp = get_archetype (spell_mapping[op->stats.sp]); insert_ob_in_ob (tmp, op); op->stats.sp = 0; } @@ -949,7 +964,7 @@ if (op->inv && op->randomitems) { /* value multiplier is same as for scrolls */ - op->value = (op->value * op->inv->value); + op->value *= op->inv->value; op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); } else @@ -960,6 +975,7 @@ if (!(flags & GT_ONLY_GOOD) && rndm (2)) SET_FLAG (op, FLAG_CURSED); + break; } @@ -968,13 +984,6 @@ op->value *= 5; /* Since it's not just decoration */ case RING: - if (!op->arch) // wtf? schmorp - { - op->destroy (); - op = 0; - break; - } - if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ break; @@ -1005,8 +1014,8 @@ } } - if (GET_ANIM_ID (op)) - SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); + if (op->animation_id) + op->set_anim_frame (rndm (op->anim_frames ())); break; @@ -1031,19 +1040,20 @@ tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); /* books w/ info are worth more! */ op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); - /* creator related stuff */ - - /* for library, chained books. Note that some monsters have no_pick - * set - we don't want to set no pick in that case. - */ - if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) - SET_FLAG (op, FLAG_NO_PICK); - if (creator->slaying && !op->slaying) /* for check_inv floors */ - op->slaying = creator->slaying; /* add exp so reading it gives xp (once) */ op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; } + + /* creator related stuff */ + + /* for library, chained books. Note that some monsters have no_pick + * set - we don't want to set no pick in that case. + */ + if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) + SET_FLAG (op, FLAG_NO_PICK); + if (creator->slaying && !op->slaying) /* for check_inv floors */ + op->slaying = creator->slaying; break; case SPELLBOOK: @@ -1087,9 +1097,9 @@ op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); /* maxhp is used to denote how many 'charges' the rod holds before */ if (op->stats.maxhp) - op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); + op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); else - op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); + op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace); op->stats.hp = op->stats.maxhp; break; @@ -1136,7 +1146,7 @@ * Allocate and return the pointer to an empty artifactlist structure. */ static artifactlist * -get_empty_artifactlist (void) +get_empty_artifactlist () { return salloc0 (); } @@ -1145,7 +1155,7 @@ * Allocate and return the pointer to an empty artifact structure. */ static artifact * -get_empty_artifact (void) +get_empty_artifact () { return salloc0 (); } @@ -1168,7 +1178,7 @@ * Builds up the lists of artifacts from the file in the libdir. */ void -init_artifacts (void) +init_artifacts () { static int has_been_inited = 0; char filename[MAX_BUF]; @@ -1198,11 +1208,11 @@ if (!strcmp (f.get_str (), "all")) break; - char *next, *cp = f.get_str (); - + const char *cp = f.get_str (); + char *next; do { - if ((next = strchr (cp, ','))) + if ((next = (char *)strchr (cp, ','))) *next++ = '\0'; linked_char *tmp = new linked_char; @@ -1356,15 +1366,13 @@ */ if (op->type == HORN || op->type == POTION) { - object *tmp_obj; - /* Remove any spells this object currently has in it */ - while (op->inv) - op->inv->destroy (); + op->destroy_inv (false); - tmp_obj = arch_to_object (change->other_arch); - insert_ob_in_ob (tmp_obj, op); + object *tmp = change->other_arch->instance (); + insert_ob_in_ob (tmp, op); } + /* No harm setting this for potions/horns */ op->other_arch = change->other_arch; } @@ -1458,8 +1466,8 @@ if (change->materials) op->materials = change->materials; - if (change->materialname) - op->materialname = change->materialname; + if (change->material != MATERIAL_NULL) + op->material = change->material; if (change->slaying) op->slaying = change->slaying; @@ -1578,9 +1586,11 @@ #endif return; } - if (!strcmp (art->item->name, "NONE")) + + if (art->item->name == shstr_NONE) return; - if (FABS (op->magic) < art->item->magic) + + if (fabs (op->magic) < art->item->magic) continue; /* Not magic enough to be this item */ /* Map difficulty not high enough */ @@ -1641,30 +1651,15 @@ /* if donor has some attacktypes, the flesh is poisonous */ if (donor->attacktype & AT_POISON) item->type = POISON; + if (donor->attacktype & AT_ACID) item->stats.hp = -1 * item->stats.food; + SET_FLAG (item, FLAG_NO_STEAL); } } -/* special_potion() - so that old potion code is still done right. */ -int -special_potion (object *op) -{ - if (op->attacktype) - return 1; - - if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) - return 1; - - for (int i = 0; i < NROFATTACKS; i++) - if (op->resist[i]) - return 1; - - return 0; -} - -void +static void free_treasurestruct (treasure *t) { if (t->next) free_treasurestruct (t->next); @@ -1674,7 +1669,7 @@ delete t; } -void +static void free_charlinks (linked_char *lc) { if (lc->next) @@ -1683,45 +1678,14 @@ delete lc; } -void +static void free_artifact (artifact *at) { if (at->next) free_artifact (at->next); if (at->allowed) free_charlinks (at->allowed); - at->item->destroy (1); + at->item->destroy (); sfree (at); } -void -free_artifactlist (artifactlist *al) -{ - artifactlist *nextal; - - for (al = first_artifactlist; al; al = nextal) - { - nextal = al->next; - - if (al->items) - free_artifact (al->items); - - sfree (al); - } -} - -void -free_all_treasures (void) -{ - treasurelist *tl, *next; - - for (tl = first_treasurelist; tl; tl = next) - { - clear (tl); - - next = tl->next; - delete tl; - } - - free_artifactlist (first_artifactlist); -}