--- deliantra/server/common/treasure.C 2008/09/29 10:32:50 1.82
+++ deliantra/server/common/treasure.C 2010/04/21 09:30:07 1.106
@@ -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[];
@@ -52,6 +52,20 @@
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
*/
@@ -92,19 +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
@@ -256,11 +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);
}
}
@@ -268,7 +270,7 @@
{
op = creator->insert (op);
- if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
+ if ((flags & GT_APPLY) && creator->flag [FLAG_MONSTER])
monster_check_apply (creator, op);
}
}
@@ -310,7 +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;
@@ -367,7 +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;
@@ -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)
@@ -510,7 +512,7 @@
if (olevel <= 0)
olevel = rndm (1, op->inv->level);
- return min (olevel, MAXLEVEL);
+ return min (olevel, MAXLEVEL_TREASURE);
}
/*
@@ -523,7 +525,7 @@
* weird integer between 1-31.
*
*/
-int
+static int
magic_from_difficulty (int difficulty)
{
int percent = 0, magic = 0;
@@ -612,7 +614,7 @@
i = max_magic;
set_abs_magic (op, i);
if (i < 0)
- SET_FLAG (op, FLAG_CURSED);
+ op->set_flag (FLAG_CURSED);
}
/*
@@ -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)
@@ -716,7 +717,7 @@
case 20:
if (op->type == AMULET)
{
- SET_FLAG (op, FLAG_REFL_SPELL);
+ op->set_flag (FLAG_REFL_SPELL);
op->value *= 11;
}
else
@@ -729,7 +730,7 @@
case 21:
if (op->type == AMULET)
{
- SET_FLAG (op, FLAG_REFL_MISSILE);
+ op->set_flag (FLAG_REFL_MISSILE);
op->value *= 9;
}
else
@@ -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)
{
@@ -909,15 +926,15 @@
case SHIELD:
case HELMET:
case CLOAK:
- if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
+ if (op->flag [FLAG_CURSED] && !(rndm (4)))
set_ring_bonus (op, -DICE2);
break;
case BRACERS:
- if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
+ if (!rndm (op->flag [FLAG_CURSED] ? 5 : 20))
{
- set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
- if (!QUERY_FLAG (op, FLAG_CURSED))
+ set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
+ if (!op->flag [FLAG_CURSED])
op->value *= 3;
}
break;
@@ -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
@@ -959,7 +974,8 @@
}
if (!(flags & GT_ONLY_GOOD) && rndm (2))
- SET_FLAG (op, FLAG_CURSED);
+ op->set_flag (FLAG_CURSED);
+
break;
}
@@ -972,16 +988,16 @@
break;
if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
- SET_FLAG (op, FLAG_CURSED);
+ op->set_flag (FLAG_CURSED);
- set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
+ set_ring_bonus (op, op->flag [FLAG_CURSED] ? -DICE2 : DICE2);
if (op->type != RING) /* Amulets have only one ability */
break;
if (!(rndm (4)))
{
- int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+ int d = (rndm (2) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
if (d > 0)
op->value *= 3;
@@ -990,7 +1006,7 @@
if (!(rndm (4)))
{
- int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+ int d = (rndm (3) || op->flag [FLAG_CURSED]) ? -DICE2 : DICE2;
if (d > 0)
op->value *= 5;
@@ -998,8 +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;
@@ -1011,7 +1027,7 @@
if (!op->msg && rndm (10))
{
/* set the book level properly */
- if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
+ if (creator->level == 0 || creator->flag [FLAG_ALIVE])
{
if (op->map && op->map->difficulty)
op->level = rndm (op->map->difficulty) + rndm (10) + 1;
@@ -1024,23 +1040,27 @@
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 (creator->flag [FLAG_NO_PICK] && !creator->flag [FLAG_MONSTER])
+ op->set_flag (FLAG_NO_PICK);
+ if (creator->slaying && !op->slaying) /* for check_inv floors */
+ op->slaying = creator->slaying;
break;
case SPELLBOOK:
- op->value = op->value * op->inv->value;
+ op->value *=
+ pow ((op->inv->value > 0 ? op->inv->value : 1)
+ * op->inv->level,
+ 1.5);
/* add exp so learning gives xp */
op->level = op->inv->level;
op->stats.exp = op->value;
@@ -1080,9 +1100,9 @@
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;
@@ -1107,8 +1127,8 @@
if (flags & GT_STARTEQUIP)
{
- if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
- SET_FLAG (op, FLAG_STARTEQUIP);
+ if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !op->flag [FLAG_IS_THROWN])
+ op->set_flag (FLAG_STARTEQUIP);
else if (op->type != MONEY)
op->value = 0;
}
@@ -1129,7 +1149,7 @@
* Allocate and return the pointer to an empty artifactlist structure.
*/
static artifactlist *
-get_empty_artifactlist (void)
+get_empty_artifactlist ()
{
return salloc0 ();
}
@@ -1138,7 +1158,7 @@
* Allocate and return the pointer to an empty artifact structure.
*/
static artifact *
-get_empty_artifact (void)
+get_empty_artifact ()
{
return salloc0 ();
}
@@ -1161,7 +1181,7 @@
* 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];
@@ -1191,11 +1211,11 @@
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;
@@ -1300,35 +1320,35 @@
op->move_type |= change->move_type;
op->stats.luck += change->stats.luck;
- if (QUERY_FLAG (change, FLAG_CURSED))
- SET_FLAG (op, FLAG_CURSED);
- if (QUERY_FLAG (change, FLAG_DAMNED))
- SET_FLAG (op, FLAG_DAMNED);
- if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
+ if (change->flag [FLAG_CURSED])
+ op->set_flag (FLAG_CURSED);
+ if (change->flag [FLAG_DAMNED])
+ op->set_flag (FLAG_DAMNED);
+ if ((change->flag [FLAG_CURSED] || change->flag [FLAG_DAMNED]) && op->magic > 0)
set_abs_magic (op, -op->magic);
- if (QUERY_FLAG (change, FLAG_LIFESAVE))
- SET_FLAG (op, FLAG_LIFESAVE);
- if (QUERY_FLAG (change, FLAG_REFL_SPELL))
- SET_FLAG (op, FLAG_REFL_SPELL);
- if (QUERY_FLAG (change, FLAG_STEALTH))
- SET_FLAG (op, FLAG_STEALTH);
- if (QUERY_FLAG (change, FLAG_XRAYS))
- SET_FLAG (op, FLAG_XRAYS);
- if (QUERY_FLAG (change, FLAG_BLIND))
- SET_FLAG (op, FLAG_BLIND);
- if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
- SET_FLAG (op, FLAG_SEE_IN_DARK);
- if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
- SET_FLAG (op, FLAG_REFL_MISSILE);
- if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
- SET_FLAG (op, FLAG_MAKE_INVIS);
+ if (change->flag [FLAG_LIFESAVE])
+ op->set_flag (FLAG_LIFESAVE);
+ if (change->flag [FLAG_REFL_SPELL])
+ op->set_flag (FLAG_REFL_SPELL);
+ if (change->flag [FLAG_STEALTH])
+ op->set_flag (FLAG_STEALTH);
+ if (change->flag [FLAG_XRAYS])
+ op->set_flag (FLAG_XRAYS);
+ if (change->flag [FLAG_BLIND])
+ op->set_flag (FLAG_BLIND);
+ if (change->flag [FLAG_SEE_IN_DARK])
+ op->set_flag (FLAG_SEE_IN_DARK);
+ if (change->flag [FLAG_REFL_MISSILE])
+ op->set_flag (FLAG_REFL_MISSILE);
+ if (change->flag [FLAG_MAKE_INVIS])
+ op->set_flag (FLAG_MAKE_INVIS);
- if (QUERY_FLAG (change, FLAG_STAND_STILL))
+ if (change->flag [FLAG_STAND_STILL])
{
- CLEAR_FLAG (op, FLAG_ANIMATE);
+ op->clr_flag (FLAG_ANIMATE);
/* so artifacts will join */
- if (!QUERY_FLAG (op, FLAG_ALIVE))
+ if (!op->flag [FLAG_ALIVE])
op->speed = 0.0;
op->set_speed (op->speed);
@@ -1352,9 +1372,10 @@
/* Remove any spells this object currently has in it */
op->destroy_inv (false);
- object *tmp = arch_to_object (change->other_arch);
+ 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;
}
@@ -1448,8 +1469,8 @@
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;
@@ -1511,12 +1532,12 @@
#if 0 /* Bit verbose, but keep it here until next time I need it... */
{
- char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
+ char identified = op->flag [FLAG_IDENTIFIED];
- SET_FLAG (op, FLAG_IDENTIFIED);
+ op->set_flag (FLAG_IDENTIFIED);
LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
if (!identified)
- CLEAR_FLAG (op, FLAG_IDENTIFIED);
+ op->clr_flag (FLAG_IDENTIFIED);
}
#endif
return;
@@ -1568,9 +1589,11 @@
#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 */
@@ -1631,30 +1654,15 @@
/* 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;
+ item->set_flag (FLAG_NO_STEAL);
+ }
}
-void
+static void
free_treasurestruct (treasure *t)
{
if (t->next) free_treasurestruct (t->next);
@@ -1664,7 +1672,7 @@
delete t;
}
-void
+static void
free_charlinks (linked_char *lc)
{
if (lc->next)
@@ -1673,7 +1681,7 @@
delete lc;
}
-void
+static void
free_artifact (artifact *at)
{
if (at->next) free_artifact (at->next);
@@ -1684,34 +1692,3 @@
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);
-}