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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.45 by root, Mon Apr 16 15:41:26 2007 UTC vs.
Revision 1.56 by root, Sat Apr 21 22:12:59 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
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:
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 59 * Searches for the given treasurelist
82 */ 60 */
83treasurelist * 61treasurelist *
84treasurelist::find (const char *name) 62treasurelist::find (const char *name)
85{ 63{
128 } 106 }
129 107
130 tl->total_chance = 0; 108 tl->total_chance = 0;
131} 109}
132 110
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
133/* 132/*
134 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
135 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
136 */ 135 */
137static treasure * 136static treasure *
138load_treasure (object_thawer &f) 137read_treasure (object_thawer &f)
139{ 138{
140 treasure *t = new treasure; 139 treasure *t = new treasure;
141 int value;
142 140
143 nroftreasures++; 141 f.next ();
144 142
145 for (;;) 143 for (;;)
146 { 144 {
147 coroapi::cede_every (10); 145 coroapi::cede_to_tick_every (10);
148
149 f.next ();
150 146
151 switch (f.kw) 147 switch (f.kw)
152 { 148 {
153 case KW_arch: 149 case KW_arch:
154 if (!(t->item = archetype::find (f.get_str ()))) 150 t->item = archetype::get (f.get_str ());
155 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
156 break; 151 break;
157 152
158 case KW_list: f.get (t->name); break; 153 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break; 154 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break; 155 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break; 157 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break; 158 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break; 159 case KW_magic: f.get (t->magic); break;
165 160
166 case KW_yes: t->next_yes = load_treasure (f); break; 161 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = load_treasure (f); break; 162 case KW_no: t->next_no = read_treasure (f); continue;
168 163
169 case KW_end: 164 case KW_end:
165 f.next ();
170 return t; 166 return t;
171 167
172 case KW_more: 168 case KW_more:
173 t->next = load_treasure (f); 169 t->next = read_treasure (f);
174 return t; 170 return t;
175 171
176 default: 172 default:
177 if (!f.parse_error ("treasure list")) 173 if (!f.parse_error ("treasurelist", t->name))
178 return t; // error 174 return 0;
179 175
180 return t; 176 return t;
181 } 177 }
182 }
183}
184 178
185#ifdef TREASURE_DEBUG 179 f.next ();
186/* recursived checks the linked list. Treasurelist is passed only 180 }
187 * so that the treasure name can be printed out
188 */
189static void
190check_treasurelist (const treasure *t, const treasurelist * tl)
191{
192 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
193 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
194
195 if (t->next)
196 check_treasurelist (t->next, tl);
197
198 if (t->next_yes)
199 check_treasurelist (t->next_yes, tl);
200
201 if (t->next_no)
202 check_treasurelist (t->next_no, tl);
203} 181}
204#endif
205 182
206/* 183/*
207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
208 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
209 */ 185 */
210bool 186treasurelist *
211load_treasure_file (const char *filename) 187treasurelist::read (object_thawer &f)
212{ 188{
213 treasure *t; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
214 int comp, line = 0;
215 190
216 object_thawer f (filename); 191 bool one = f.kw == KW_treasureone;
217 192 treasurelist *tl = treasurelist::get (f.get_str ());
218 if (!f) 193 clear (tl);
219 { 194 tl->items = read_treasure (f);
220 LOG (llevError, "Can't open treasure file.\n"); 195 if (!tl->items)
221 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)
222 } 205 {
223 206 for (treasure *t = tl->items; t; t = t->next)
224 f.next ();
225
226 for (;;)
227 {
228 switch (f.kw)
229 { 207 {
230 case KW_treasure: 208 if (t->next_yes || t->next_no)
231 case KW_treasureone:
232 { 209 {
233 bool one = f.kw == KW_treasureone;
234 treasurelist *tl = treasurelist::get (f.get_str ());
235
236 clear (tl);
237 tl->items = load_treasure (f);
238
239 if (!tl->items)
240 return false;
241
242 /* This is a one of the many items on the list should be generated.
243 * Add up the chance total, and check to make sure the yes & no
244 * fields of the treasures are not being used.
245 */
246 if (one)
247 {
248 for (t = tl->items; t; t = t->next)
249 {
250#ifdef TREASURE_DEBUG
251 if (t->next_yes || t->next_no)
252 {
253 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);
254 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");
255 }
256#endif
257 tl->total_chance += t->chance;
258 }
259 }
260 } 212 }
261 break;
262 213
263 case KW_EOF: 214 tl->total_chance += t->chance;
264#ifdef TREASURE_DEBUG
265 /* Perform some checks on how valid the treasure data actually is.
266 * verify that list transitions work (ie, the list that it is supposed
267 * to transition to exists). Also, verify that at least the name
268 * or archetype is set for each treasure element.
269 */
270 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
271 check_treasurelist (tl->items, tl);
272#endif
273 return true;
274
275 default:
276 if (!f.parse_error ("treasure lists"))
277 return false;
278
279 break;
280 } 215 }
281
282 f.next ();
283 } 216 }
217
218 return tl;
284} 219}
285 220
286/* 221/*
287 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
288 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
295 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
296 */ 231 */
297static void 232static void
298put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
299{ 234{
300 object *tmp; 235 if (flags & GT_ENVIRONMENT)
301 236 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 237 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing 238 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created 239 * this is the original object, or if this is an object that should be created
305 * by another object. 240 * by another object.
306 */ 241 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 242 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 243 if (op->type == SPELL)
244 {
245 op->destroy ();
246 return;
247 }
248
249 op->expand_tail ();
250
251 if (ob_blocked (op, creator->map, creator->x, creator->y))
252 op->destroy ();
253 else
254 {
309 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 255 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
310 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 }
311 } 258 }
312 else 259 else
313 { 260 {
314 op = creator->insert (op); 261 op = creator->insert (op);
315 262
316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
317 monster_check_apply (creator, op); 264 monster_check_apply (creator, op);
318 265
319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
320 esrv_send_item (tmp, op); 268 esrv_send_item (tmp, op);
321 } 269 }
322} 270}
323 271
324/* if there are change_xxx commands in the treasure, we include the changes 272/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 273 * in the generated object
347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 295 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 296 {
349 if (t->name) 297 if (t->name)
350 { 298 {
351 if (difficulty >= t->magic) 299 if (difficulty >= t->magic)
300 if (treasurelist *tl = treasurelist::find (t->name))
352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 301 create_treasure (tl, op, flag, difficulty, tries);
302 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
353 } 304 }
354 else 305 else
355 { 306 {
356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 308 {
458object * 409object *
459generate_treasure (treasurelist *tl, int difficulty) 410generate_treasure (treasurelist *tl, int difficulty)
460{ 411{
461 difficulty = clamp (difficulty, 1, settings.max_level); 412 difficulty = clamp (difficulty, 1, settings.max_level);
462 413
463 object *ob = object::create (), *tmp; 414 object *ob = object::create ();
464 415
465 create_treasure (tl, ob, 0, difficulty, 0); 416 create_treasure (tl, ob, 0, difficulty, 0);
466 417
467 /* Don't want to free the object we are about to return */ 418 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 419 object *tmp = ob->inv;
469 if (tmp != NULL) 420 if (tmp)
470 tmp->remove (); 421 tmp->remove ();
471 422
472 if (ob->inv) 423 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n"); 424 LOG (llevError, "In generate treasure, created multiple objects.\n");
474 425
482 * The array has two arguments, the difficulty of the level, and the 433 * The array has two arguments, the difficulty of the level, and the
483 * magical bonus "wanted". 434 * magical bonus "wanted".
484 */ 435 */
485 436
486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 437static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488// chance of magic difficulty 438// chance of magic difficulty
489// +0 +1 +2 +3 +4 439// +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, // 1 440 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, // 2 441 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, // 3 442 {85, 10, 4, 1, 0}, // 3
518 { 0, 0, 0, 3, 97}, // 29 468 { 0, 0, 0, 3, 97}, // 29
519 { 0, 0, 0, 0, 100}, // 30 469 { 0, 0, 0, 0, 100}, // 30
520 { 0, 0, 0, 0, 100}, // 31 470 { 0, 0, 0, 0, 100}, // 31
521}; 471};
522 472
523
524/* calculate the appropriate level for wands staves and scrolls. 473/* calculate the appropriate level for wands staves and scrolls.
525 * This code presumes that op has had its spell object created (in op->inv) 474 * This code presumes that op has had its spell object created (in op->inv)
526 * 475 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006: 476 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 477 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
529 */ 478 */
530
531int 479int
532level_for_item (const object *op, int difficulty) 480level_for_item (const object *op, int difficulty)
533{ 481{
534 int olevel = 0; 482 int olevel = 0;
535 483
845 save_item_power = op->item_power; 793 save_item_power = op->item_power;
846 op->item_power = 0; 794 op->item_power = 0;
847 795
848 if (op->randomitems && op->type != SPELL) 796 if (op->randomitems && op->type != SPELL)
849 { 797 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 798 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
853
854 /* So the treasure doesn't get created again */ 799 /* So the treasure doesn't get created again */
855 op->randomitems = 0; 800 op->randomitems = 0;
856 } 801 }
857 802
858 if (difficulty < 1) 803 if (difficulty < 1)
1354 { 1299 {
1355 switch (f.kw) 1300 switch (f.kw)
1356 { 1301 {
1357 case KW_allowed: 1302 case KW_allowed:
1358 if (!art) 1303 if (!art)
1359 {
1360 art = get_empty_artifact (); 1304 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1305
1364 { 1306 {
1365 if (!strcmp (f.get_str (), "all")) 1307 if (!strcmp (f.get_str (), "all"))
1366 break; 1308 break;
1367 1309
1368 char *next, *cp = f.get_str (); 1310 char *next, *cp = f.get_str ();
1369 1311
1370 do 1312 do
1371 { 1313 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1314 if ((next = strchr (cp, ',')))
1375 *next++ = '\0'; 1315 *next++ = '\0';
1376 1316
1377 linked_char *tmp = new linked_char; 1317 linked_char *tmp = new linked_char;
1378 1318
1393 break; 1333 break;
1394 1334
1395 case KW_object: 1335 case KW_object:
1396 { 1336 {
1397 art->item = object::create (); 1337 art->item = object::create ();
1338 f.get (art->item->name);
1339 f.next ();
1398 1340
1399 if (!art->item->parse_kv (f)) 1341 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1342 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1343
1402 al = find_artifactlist (art->item->type); 1344 al = find_artifactlist (art->item->type);
1428 } 1370 }
1429 1371
1430done: 1372done:
1431 for (al = first_artifactlist; al; al = al->next) 1373 for (al = first_artifactlist; al; al = al->next)
1432 { 1374 {
1375 al->total_chance = 0;
1376
1433 for (art = al->items; art; art = art->next) 1377 for (art = al->items; art; art = art->next)
1434 { 1378 {
1435 if (!art->chance) 1379 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1380 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else 1381 else
1443 } 1387 }
1444 1388
1445 LOG (llevDebug, "done.\n"); 1389 LOG (llevDebug, "done.\n");
1446} 1390}
1447 1391
1448
1449/* 1392/*
1450 * Used in artifact generation. The bonuses of the first object 1393 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1394 * is modified by the bonuses of the second object.
1452 */ 1395 */
1453
1454void 1396void
1455add_abilities (object *op, object *change) 1397add_abilities (object *op, object *change)
1456{ 1398{
1457 int i, tmp; 1399 int i, tmp;
1458 1400
1637 if (change->msg) 1579 if (change->msg)
1638 op->msg = change->msg; 1580 op->msg = change->msg;
1639} 1581}
1640 1582
1641static int 1583static int
1642legal_artifact_combination (object *op, artifact * art) 1584legal_artifact_combination (object *op, artifact *art)
1643{ 1585{
1644 int neg, success = 0; 1586 int neg, success = 0;
1645 linked_char *tmp; 1587 linked_char *tmp;
1646 const char *name; 1588 const char *name;
1647 1589
1648 if (art->allowed == (linked_char *) NULL) 1590 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1591 return 1; /* Ie, "all" */
1592
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1593 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1594 {
1652#ifdef TREASURE_VERBOSE 1595#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1596 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1597#endif
1665 * everything is allowed except what we match 1608 * everything is allowed except what we match
1666 */ 1609 */
1667 else if (neg) 1610 else if (neg)
1668 success = 1; 1611 success = 1;
1669 } 1612 }
1613
1670 return success; 1614 return success;
1671} 1615}
1672 1616
1673/* 1617/*
1674 * Fixes the given object, giving it the abilities and titles 1618 * Fixes the given object, giving it the abilities and titles
1811 SET_FLAG (item, FLAG_NO_STEAL); 1755 SET_FLAG (item, FLAG_NO_STEAL);
1812 } 1756 }
1813} 1757}
1814 1758
1815/* special_potion() - so that old potion code is still done right. */ 1759/* special_potion() - so that old potion code is still done right. */
1816
1817int 1760int
1818special_potion (object *op) 1761special_potion (object *op)
1819{ 1762{
1820 if (op->attacktype) 1763 if (op->attacktype)
1821 return 1; 1764 return 1;

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