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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.107 by root, Sun Apr 25 07:08:57 2010 UTC vs.
Revision 1.122 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 26/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 27 * It is useful for finding bugs in the treasures file. Since it only
34//#define TREASURE_VERBOSE 35//#define TREASURE_VERBOSE
35 36
36#include <global.h> 37#include <global.h>
37#include <treasure.h> 38#include <treasure.h>
38 39
40#include <flat_hash_map.hpp>
41
42// used only by treasure.C, does not handle null arch ptrs
43#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
44
39extern char *spell_mapping[]; 45extern char *spell_mapping[];
40 46
41static treasurelist *first_treasurelist; 47static treasurelist *first_treasurelist;
42 48
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 49static void change_treasure (treasure *t, object *op); /* overrule default values */
44 50
45typedef std::tr1::unordered_map< 51typedef ska::flat_hash_map<
46 const char *, 52 const char *,
47 treasurelist *, 53 treasurelist *,
48 str_hash, 54 str_hash,
49 str_equal, 55 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> > 56 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t; 57> tl_map_t;
52 58
53static tl_map_t tl_map; 59static tl_map_t tl_map;
54 60
55//TODO: class method 61//TODO: class method
490 { 0, 0, 0, 3, 97}, // 29 496 { 0, 0, 0, 3, 97}, // 29
491 { 0, 0, 0, 0, 100}, // 30 497 { 0, 0, 0, 0, 100}, // 30
492 { 0, 0, 0, 0, 100}, // 31 498 { 0, 0, 0, 0, 100}, // 31
493}; 499};
494 500
495/* calculate the appropriate level for wands staves and scrolls. 501/* calculate the appropriate level for wands staves and scrolls.
496 * This code presumes that op has had its spell object created (in op->inv) 502 * This code presumes that op has had its spell object created (in op->inv)
497 * 503 *
498 * elmex Wed Aug 9 17:44:59 CEST 2006: 504 * elmex Wed Aug 9 17:44:59 CEST 2006:
499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 505 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
500 */ 506 */
775 return 1; 781 return 1;
776 782
777 return 0; 783 return 0;
778} 784}
779 785
786static double
787value_factor_from_spell_item (object *spell, object *item)
788{
789 double factor =
790 pow ((spell->value > 0 ? spell->value : 1)
791 * spell->level, 1.5);
792
793 if (item) // this if for: wands/staffs/rods:
794 {
795 /* Old crossfire comment ahead:
796 * Add 50 to both level an divisor to keep prices a little more
797 * reasonable. Otherwise, a high level version of a low level
798 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
799 * 10 time multiplier). This way, the value are a bit more reasonable.
800 */
801
802 factor *= item->level + 50;
803 factor /= item->inv->level + 50;
804 }
805
806 return factor;
807}
808
780#define DICE2 (get_magic(2) == 2 ? 2 : 1) 809#define DICE2 (get_magic(2) == 2 ? 2 : 1)
781#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 810#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
782 811
783/* 812/*
784 * fix_generated_item(): This is called after an item is generated, in 813 * fix_generated_item(): This is called after an item is generated, in
785 * order to set it up right. This produced magical bonuses, puts spells 814 * order to set it up right. This produced magical bonuses, puts spells
786 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 815 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
787 */ 816 */
788 817
789/* 4/28/96 added creator object from which op may now inherit properties based on 818/* 4/28/96 added creator object from which op may now inherit properties based on
790 * op->type. Right now, which stuff the creator passes on is object type 819 * op->type. Right now, which stuff the creator passes on is object type
791 * dependant. I know this is a spagetti manuever, but is there a cleaner 820 * dependant. I know this is a spagetti manuever, but is there a cleaner
792 * way to do this? b.t. */ 821 * way to do this? b.t. */
793 822
794/* 823/*
795 * ! (flags & GT_ENVIRONMENT): 824 * ! (flags & GT_ENVIRONMENT):
796 * Automatically calls fix_flesh_item(). 825 * Automatically calls fix_flesh_item().
896 { 925 {
897 if (op->type == POTION) 926 if (op->type == POTION)
898 /* Handle healing and magic power potions */ 927 /* Handle healing and magic power potions */
899 if (op->stats.sp && !op->randomitems) 928 if (op->stats.sp && !op->randomitems)
900 { 929 {
901 object *tmp = get_archetype (spell_mapping [op->stats.sp]); 930 object *tmp = archetype::get (spell_mapping [op->stats.sp]);
902 insert_ob_in_ob (tmp, op); 931 insert_ob_in_ob (tmp, op);
903 op->stats.sp = 0; 932 op->stats.sp = 0;
904 } 933 }
905 } 934 }
906 else if (!op->title) /* Only modify object if not special */ 935 else if (!op->title) /* Only modify object if not special */
924 } 953 }
925 break; 954 break;
926 955
927 case POTION: 956 case POTION:
928 { 957 {
929 int too_many_tries = 0, is_special = 0; 958 int too_many_tries = 0;
930 959
931 /* Handle healing and magic power potions */ 960 /* Handle healing and magic power potions */
932 if (op->stats.sp && !op->randomitems) 961 if (op->stats.sp && !op->randomitems)
933 { 962 {
934 object *tmp = get_archetype (spell_mapping[op->stats.sp]); 963 object *tmp = archetype::get (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 964 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 965 op->stats.sp = 0;
937 } 966 }
938 967
939 while (!(is_special = special_potion (op)) && !op->inv) 968 while (!special_potion (op) && !op->inv)
940 { 969 {
941 generate_artifact (op, difficulty); 970 generate_artifact (op, difficulty);
942 if (too_many_tries++ > 10) 971 if (too_many_tries++ > 10)
943 break; 972 break;
944 } 973 }
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1070 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying; 1071 op->slaying = creator->slaying;
1043 break; 1072 break;
1044 1073
1045 case SPELLBOOK: 1074 case SPELLBOOK:
1046 op->value *= pow ((op->inv->value > 0 ? op->inv->value : 1) 1075 op->value *= value_factor_from_spell_item (op->inv, 0);
1047 * op->inv->level,
1048 1.5);
1049 1076
1050 /* add exp so learning gives xp */ 1077 /* add exp so learning gives xp */
1051 op->level = op->inv->level; 1078 op->level = op->inv->level;
1052 op->stats.exp = op->value; 1079 op->stats.exp = op->value;
1053 break; 1080 break;
1058 * and reset nrof. 1085 * and reset nrof.
1059 */ 1086 */
1060 op->stats.food = op->inv->nrof; 1087 op->stats.food = op->inv->nrof;
1061 op->nrof = 1; 1088 op->nrof = 1;
1062 /* If the spell changes by level, choose a random level 1089 /* If the spell changes by level, choose a random level
1063 * for it, and adjust price. If the spell doesn't 1090 * for it.
1064 * change by level, just set the wand to the level of
1065 * the spell, and value calculation is simpler.
1066 */ 1091 */
1067 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1092 if (op->inv->duration_modifier
1068 { 1093 || op->inv->dam_modifier
1094 || op->inv->range_modifier)
1069 op->level = level_for_item (op, difficulty); 1095 op->level = level_for_item (op, difficulty);
1070 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1071 }
1072 else 1096 else
1073 {
1074 op->level = op->inv->level; 1097 op->level = op->inv->level;
1075 op->value = op->value * op->inv->value; 1098
1076 } 1099 op->value *= value_factor_from_spell_item (op->inv, op);
1077 break; 1100 break;
1078 1101
1079 case ROD: 1102 case ROD:
1080 op->level = level_for_item (op, difficulty); 1103 op->level = level_for_item (op, difficulty);
1081 /* Add 50 to both level an divisor to keep prices a little more 1104 op->value *= value_factor_from_spell_item (op->inv, op);
1082 * reasonable. Otherwise, a high level version of a low level
1083 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1084 * 10 time multiplier). This way, the value are a bit more reasonable.
1085 */
1086 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1087 1105
1088 /* maxhp is used to denote how many 'charges' the rod holds before */ 1106 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 if (op->stats.maxhp) 1107 if (op->stats.maxhp)
1090 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace); 1108 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1091 else 1109 else
1094 op->stats.hp = op->stats.maxhp; 1112 op->stats.hp = op->stats.maxhp;
1095 break; 1113 break;
1096 1114
1097 case SCROLL: 1115 case SCROLL:
1098 op->level = level_for_item (op, difficulty); 1116 op->level = level_for_item (op, difficulty);
1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1117 op->value *= value_factor_from_spell_item (op->inv, op);
1100 1118
1101 /* add exp so reading them properly gives xp */ 1119 /* add exp so reading them properly gives xp */
1102 op->stats.exp = op->value / 5; 1120 op->stats.exp = op->value / 5;
1103 op->nrof = op->inv->nrof; 1121 op->nrof = op->inv->nrof;
1104 break; 1122 break;
1169 */ 1187 */
1170void 1188void
1171init_artifacts () 1189init_artifacts ()
1172{ 1190{
1173 static int has_been_inited = 0; 1191 static int has_been_inited = 0;
1174 char filename[MAX_BUF];
1175 artifact *art = NULL; 1192 artifact *art = NULL;
1176 artifactlist *al; 1193 artifactlist *al;
1177 1194
1178 if (has_been_inited) 1195 if (has_been_inited)
1179 return; 1196 return;
1180 else 1197 else
1181 has_been_inited = 1; 1198 has_been_inited = 1;
1182 1199
1183 sprintf (filename, "%s/artifacts", settings.datadir); 1200 object_thawer f (settings.datadir, "artifacts");
1184 object_thawer f (filename);
1185 1201
1186 if (!f) 1202 if (!f)
1187 return; 1203 return;
1188 1204
1189 for (;;) 1205 for (;;)
1274 } 1290 }
1275#if 0 1291#if 0
1276 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1292 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1277#endif 1293#endif
1278 } 1294 }
1279
1280 LOG (llevDebug, "done.\n");
1281} 1295}
1282 1296
1283/* 1297/*
1284 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1285 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1286 */ 1300 */
1287void 1301void
1288add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1289{ 1303{
1290 if (change->face != blank_face) 1304 if (change->face != blank_face)
1291 {
1292#ifdef TREASURE_VERBOSE
1293 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1294#endif
1295 op->face = change->face; 1305 op->face = change->face;
1296 }
1297 1306
1298 for (int i = 0; i < NUM_STATS; i++) 1307 for (int i = 0; i < NUM_STATS; i++)
1299 change_attr_value (&(op->stats), i, change->stats.stat (i)); 1308 change_attr_value (&(op->stats), i, change->stats.stat (i));
1300 1309
1301 op->attacktype |= change->attacktype; 1310 op->attacktype |= change->attacktype;
1486 name = tmp->name + 1, neg = 1; 1495 name = tmp->name + 1, neg = 1;
1487 else 1496 else
1488 name = tmp->name, neg = 0; 1497 name = tmp->name, neg = 0;
1489 1498
1490 /* If we match name, then return the opposite of 'neg' */ 1499 /* If we match name, then return the opposite of 'neg' */
1491 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) 1500 if (!strcmp (name, op->arch->archname))
1492 return !neg; 1501 return !neg;
1493 1502
1494 /* Set success as true, since if the match was an inverse, it means 1503 /* Set success as true, since if the match was an inverse, it means
1495 * everything is allowed except what we match 1504 * everything is allowed except what we match
1496 */ 1505 */

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