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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.42 by root, Mon Apr 16 10:14:25 2007 UTC vs.
Revision 1.52 by root, Thu Apr 19 19:24:25 2007 UTC

54> tl_map_t; 54> tl_map_t;
55 55
56static tl_map_t tl_map; 56static tl_map_t tl_map;
57 57
58/* 58/*
59 * Initialize global archtype pointers: 59 * Searches for the given treasurelist
60 */
61void
62init_archetype_pointers ()
63{
64 int prev_warn = warn_archetypes;
65
66 warn_archetypes = 1;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78}
79
80/*
81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
83 */ 60 */
84treasurelist * 61treasurelist *
85treasurelist::find (const char *name) 62treasurelist::find (const char *name)
86{ 63{
87 if (!name) 64 if (!name)
88 return 0; 65 return 0;
89 66
90 AUTODECL (i, tl_map.find (name)); 67 auto (i, tl_map.find (name));
91 68
92 if (i == tl_map.end ()) 69 if (i == tl_map.end ())
93 return 0; 70 return 0;
94 71
95 return i->second; 72 return i->second;
125 if (tl->items) 102 if (tl->items)
126 { 103 {
127 free_treasurestruct (tl->items); 104 free_treasurestruct (tl->items);
128 tl->items = 0; 105 tl->items = 0;
129 } 106 }
107
108 tl->total_chance = 0;
130} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
131 131
132/* 132/*
133 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
135 */ 135 */
136static treasure * 136static treasure *
137load_treasure (object_thawer &f) 137read_treasure (object_thawer &f)
138{ 138{
139 treasure *t = new treasure; 139 treasure *t = new treasure;
140 int value;
141 140
142 nroftreasures++; 141 f.next ();
143 142
144 for (;;) 143 for (;;)
145 { 144 {
146 coroapi::cede_every (10); 145 coroapi::cede_to_tick_every (10);
147
148 f.next ();
149 146
150 switch (f.kw) 147 switch (f.kw)
151 { 148 {
152 case KW_arch: 149 case KW_arch:
153 if (!(t->item = archetype::find (f.get_str ()))) 150 t->item = archetype::get (f.get_str ());
154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
155 break; 151 break;
156 152
157 case KW_list: f.get (t->name); break; 153 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break; 154 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break; 155 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break; 157 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break; 158 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break; 159 case KW_magic: f.get (t->magic); break;
164 160
165 case KW_yes: t->next_yes = load_treasure (f); break; 161 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = load_treasure (f); break; 162 case KW_no: t->next_no = read_treasure (f); continue;
167 163
168 case KW_end: 164 case KW_end:
165 f.next ();
169 return t; 166 return t;
170 167
171 case KW_more: 168 case KW_more:
172 t->next = load_treasure (f); 169 t->next = read_treasure (f);
173 return t; 170 return t;
174 171
175 default: 172 default:
176 if (!f.parse_error ("treasure list")) 173 if (!f.parse_error ("treasurelist", t->name))
177 return t; // error 174 return 0;
178 175
179 return t; 176 return t;
180 } 177 }
181 }
182}
183 178
184#ifdef TREASURE_DEBUG 179 f.next ();
185/* recursived checks the linked list. Treasurelist is passed only 180 }
186 * so that the treasure name can be printed out
187 */
188static void
189check_treasurelist (const treasure *t, const treasurelist * tl)
190{
191 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
192 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
193
194 if (t->next)
195 check_treasurelist (t->next, tl);
196
197 if (t->next_yes)
198 check_treasurelist (t->next_yes, tl);
199
200 if (t->next_no)
201 check_treasurelist (t->next_no, tl);
202} 181}
203#endif
204 182
205/* 183/*
206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
207 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
208 */ 185 */
209bool 186treasurelist *
210load_treasures () 187treasurelist::read (object_thawer &f)
211{ 188{
212 treasure *t; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
213 int comp, line = 0;
214 190
215 char filename[MAX_BUF]; 191 bool one = f.kw == KW_treasureone;
216 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 192 treasurelist *tl = treasurelist::get (f.get_str ());
217 193 clear (tl);
218 object_thawer f (filename); 194 tl->items = read_treasure (f);
219 195 if (!tl->items)
220 if (!f)
221 {
222 LOG (llevError, "Can't open treasure file.\n");
223 return false; 196 return 0;
197
198 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used.
201 */
202 tl->total_chance = 0;
203
204 if (one)
224 } 205 {
225 206 for (treasure *t = tl->items; t; t = t->next)
226 f.next ();
227
228 for (;;)
229 {
230 switch (f.kw)
231 { 207 {
232 case KW_treasure: 208 if (t->next_yes || t->next_no)
233 case KW_treasureone:
234 { 209 {
235 bool one = f.kw == KW_treasureone;
236 treasurelist *tl = treasurelist::get (f.get_str ());
237
238 clear (tl);
239 tl->items = load_treasure (f);
240
241 if (!tl->items)
242 return false;
243
244 /* This is a one of the many items on the list should be generated.
245 * Add up the chance total, and check to make sure the yes & no
246 * fields of the treasures are not being used.
247 */
248 if (one)
249 {
250 for (t = tl->items; t; t = t->next)
251 {
252#ifdef TREASURE_DEBUG
253 if (t->next_yes || t->next_no)
254 {
255 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
256 LOG (llevError, " the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
257 }
258#endif
259 tl->total_chance += t->chance;
260 }
261 }
262 } 212 }
263 break;
264 213
265 case KW_EOF: 214 tl->total_chance += t->chance;
266#ifdef TREASURE_DEBUG
267 /* Perform some checks on how valid the treasure data actually is.
268 * verify that list transitions work (ie, the list that it is supposed
269 * to transition to exists). Also, verify that at least the name
270 * or archetype is set for each treasure element.
271 */
272 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
273 check_treasurelist (tl->items, tl);
274#endif
275 return true;
276
277 default:
278 if (!f.parse_error ("treasure lists"))
279 return false;
280
281 break;
282 } 215 }
283
284 f.next ();
285 } 216 }
217
218 return tl;
286} 219}
287 220
288/* 221/*
289 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
290 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
297 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
298 */ 231 */
299static void 232static void
300put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
301{ 234{
302 object *tmp;
303
304 /* 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
305 * 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
306 * 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
307 * by another object. 238 * by another object.
308 */ 239 */
309 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 if (flags & GT_ENVIRONMENT && op->type != SPELL)
310 { 241 {
242 if (ob_blocked (op, creator->map, creator->x, creator->y))
243 op->destroy ();
244 else
245 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 246 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 247 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
248 }
313 } 249 }
314 else 250 else
315 { 251 {
316 op = creator->insert (op); 252 op = creator->insert (op);
317 253
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 254 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 255 monster_check_apply (creator, op);
320 256
321 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 257 if (flags & GT_UPDATE_INV)
258 if (object *tmp = creator->in_player ())
322 esrv_send_item (tmp, op); 259 esrv_send_item (tmp, op);
323 } 260 }
324} 261}
325 262
326/* if there are change_xxx commands in the treasure, we include the changes 263/* if there are change_xxx commands in the treasure, we include the changes
327 * in the generated object 264 * in the generated object
349 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 286 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 287 {
351 if (t->name) 288 if (t->name)
352 { 289 {
353 if (difficulty >= t->magic) 290 if (difficulty >= t->magic)
291 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 292 create_treasure (tl, op, flag, difficulty, tries);
293 else
294 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 295 }
356 else 296 else
357 { 297 {
358 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 298 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 299 {
460object * 400object *
461generate_treasure (treasurelist *tl, int difficulty) 401generate_treasure (treasurelist *tl, int difficulty)
462{ 402{
463 difficulty = clamp (difficulty, 1, settings.max_level); 403 difficulty = clamp (difficulty, 1, settings.max_level);
464 404
465 object *ob = object::create (), *tmp; 405 object *ob = object::create ();
466 406
467 create_treasure (tl, ob, 0, difficulty, 0); 407 create_treasure (tl, ob, 0, difficulty, 0);
468 408
469 /* Don't want to free the object we are about to return */ 409 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 410 object *tmp = ob->inv;
471 if (tmp != NULL) 411 if (tmp)
472 tmp->remove (); 412 tmp->remove ();
473 413
474 if (ob->inv) 414 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 415 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 416
484 * The array has two arguments, the difficulty of the level, and the 424 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 425 * magical bonus "wanted".
486 */ 426 */
487 427
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 428static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490// chance of magic difficulty 429// chance of magic difficulty
491// +0 +1 +2 +3 +4 430// +0 +1 +2 +3 +4
492 {95, 2, 2, 1, 0}, // 1 431 {95, 2, 2, 1, 0}, // 1
493 {92, 5, 2, 1, 0}, // 2 432 {92, 5, 2, 1, 0}, // 2
494 {85, 10, 4, 1, 0}, // 3 433 {85, 10, 4, 1, 0}, // 3
520 { 0, 0, 0, 3, 97}, // 29 459 { 0, 0, 0, 3, 97}, // 29
521 { 0, 0, 0, 0, 100}, // 30 460 { 0, 0, 0, 0, 100}, // 30
522 { 0, 0, 0, 0, 100}, // 31 461 { 0, 0, 0, 0, 100}, // 31
523}; 462};
524 463
525
526/* calculate the appropriate level for wands staves and scrolls. 464/* calculate the appropriate level for wands staves and scrolls.
527 * This code presumes that op has had its spell object created (in op->inv) 465 * This code presumes that op has had its spell object created (in op->inv)
528 * 466 *
529 * elmex Wed Aug 9 17:44:59 CEST 2006: 467 * elmex Wed Aug 9 17:44:59 CEST 2006:
530 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 468 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
531 */ 469 */
532
533int 470int
534level_for_item (const object *op, int difficulty) 471level_for_item (const object *op, int difficulty)
535{ 472{
536 int olevel = 0; 473 int olevel = 0;
537 474
847 save_item_power = op->item_power; 784 save_item_power = op->item_power;
848 op->item_power = 0; 785 op->item_power = 0;
849 786
850 if (op->randomitems && op->type != SPELL) 787 if (op->randomitems && op->type != SPELL)
851 { 788 {
852 create_treasure (op->randomitems, op, flags, difficulty, 0); 789 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
853 if (!op->inv)
854 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
855
856 /* So the treasure doesn't get created again */ 790 /* So the treasure doesn't get created again */
857 op->randomitems = 0; 791 op->randomitems = 0;
858 } 792 }
859 793
860 if (difficulty < 1) 794 if (difficulty < 1)
1356 { 1290 {
1357 switch (f.kw) 1291 switch (f.kw)
1358 { 1292 {
1359 case KW_allowed: 1293 case KW_allowed:
1360 if (!art) 1294 if (!art)
1361 {
1362 art = get_empty_artifact (); 1295 art = get_empty_artifact ();
1363 nrofartifacts++;
1364 }
1365 1296
1366 { 1297 {
1367 if (!strcmp (f.get_str (), "all")) 1298 if (!strcmp (f.get_str (), "all"))
1368 break; 1299 break;
1369 1300
1370 char *next, *cp = f.get_str (); 1301 char *next, *cp = f.get_str ();
1371 1302
1372 do 1303 do
1373 { 1304 {
1374 nrofallowedstr++;
1375
1376 if ((next = strchr (cp, ','))) 1305 if ((next = strchr (cp, ',')))
1377 *next++ = '\0'; 1306 *next++ = '\0';
1378 1307
1379 linked_char *tmp = new linked_char; 1308 linked_char *tmp = new linked_char;
1380 1309
1395 break; 1324 break;
1396 1325
1397 case KW_object: 1326 case KW_object:
1398 { 1327 {
1399 art->item = object::create (); 1328 art->item = object::create ();
1329 f.get (art->item->name);
1330 f.next ();
1400 1331
1401 if (!art->item->parse_kv (f)) 1332 if (!art->item->parse_kv (f))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1333 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403 1334
1404 al = find_artifactlist (art->item->type); 1335 al = find_artifactlist (art->item->type);
1430 } 1361 }
1431 1362
1432done: 1363done:
1433 for (al = first_artifactlist; al; al = al->next) 1364 for (al = first_artifactlist; al; al = al->next)
1434 { 1365 {
1366 al->total_chance = 0;
1367
1435 for (art = al->items; art; art = art->next) 1368 for (art = al->items; art; art = art->next)
1436 { 1369 {
1437 if (!art->chance) 1370 if (!art->chance)
1438 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1371 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1439 else 1372 else
1445 } 1378 }
1446 1379
1447 LOG (llevDebug, "done.\n"); 1380 LOG (llevDebug, "done.\n");
1448} 1381}
1449 1382
1450
1451/* 1383/*
1452 * Used in artifact generation. The bonuses of the first object 1384 * Used in artifact generation. The bonuses of the first object
1453 * is modified by the bonuses of the second object. 1385 * is modified by the bonuses of the second object.
1454 */ 1386 */
1455
1456void 1387void
1457add_abilities (object *op, object *change) 1388add_abilities (object *op, object *change)
1458{ 1389{
1459 int i, tmp; 1390 int i, tmp;
1460 1391
1639 if (change->msg) 1570 if (change->msg)
1640 op->msg = change->msg; 1571 op->msg = change->msg;
1641} 1572}
1642 1573
1643static int 1574static int
1644legal_artifact_combination (object *op, artifact * art) 1575legal_artifact_combination (object *op, artifact *art)
1645{ 1576{
1646 int neg, success = 0; 1577 int neg, success = 0;
1647 linked_char *tmp; 1578 linked_char *tmp;
1648 const char *name; 1579 const char *name;
1649 1580
1650 if (art->allowed == (linked_char *) NULL) 1581 if (!art->allowed)
1651 return 1; /* Ie, "all" */ 1582 return 1; /* Ie, "all" */
1583
1652 for (tmp = art->allowed; tmp; tmp = tmp->next) 1584 for (tmp = art->allowed; tmp; tmp = tmp->next)
1653 { 1585 {
1654#ifdef TREASURE_VERBOSE 1586#ifdef TREASURE_VERBOSE
1655 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1587 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1656#endif 1588#endif
1667 * everything is allowed except what we match 1599 * everything is allowed except what we match
1668 */ 1600 */
1669 else if (neg) 1601 else if (neg)
1670 success = 1; 1602 success = 1;
1671 } 1603 }
1604
1672 return success; 1605 return success;
1673} 1606}
1674 1607
1675/* 1608/*
1676 * Fixes the given object, giving it the abilities and titles 1609 * Fixes the given object, giving it the abilities and titles
1813 SET_FLAG (item, FLAG_NO_STEAL); 1746 SET_FLAG (item, FLAG_NO_STEAL);
1814 } 1747 }
1815} 1748}
1816 1749
1817/* special_potion() - so that old potion code is still done right. */ 1750/* special_potion() - so that old potion code is still done right. */
1818
1819int 1751int
1820special_potion (object *op) 1752special_potion (object *op)
1821{ 1753{
1822 if (op->attacktype) 1754 if (op->attacktype)
1823 return 1; 1755 return 1;

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