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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.43 by root, Mon Apr 16 11:09:30 2007 UTC vs.
Revision 1.51 by root, Thu Apr 19 16:36:00 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_treasure_file (const char *filename) 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 object_thawer f (filename); 191 bool one = f.kw == KW_treasureone;
216 192 treasurelist *tl = treasurelist::get (f.get_str ());
217 if (!f) 193 clear (tl);
218 { 194 tl->items = read_treasure (f);
219 LOG (llevError, "Can't open treasure file.\n"); 195 if (!tl->items)
220 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)
221 } 205 {
222 206 for (treasure *t = tl->items; t; t = t->next)
223 f.next ();
224
225 for (;;)
226 {
227 switch (f.kw)
228 { 207 {
229 case KW_treasure: 208 if (t->next_yes || t->next_no)
230 case KW_treasureone:
231 { 209 {
232 bool one = f.kw == KW_treasureone;
233 treasurelist *tl = treasurelist::get (f.get_str ());
234
235 clear (tl);
236 tl->items = load_treasure (f);
237
238 if (!tl->items)
239 return false;
240
241 /* This is a one of the many items on the list should be generated.
242 * Add up the chance total, and check to make sure the yes & no
243 * fields of the treasures are not being used.
244 */
245 if (one)
246 {
247 for (t = tl->items; t; t = t->next)
248 {
249#ifdef TREASURE_DEBUG
250 if (t->next_yes || t->next_no)
251 {
252 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);
253 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");
254 }
255#endif
256 tl->total_chance += t->chance;
257 }
258 }
259 } 212 }
260 break;
261 213
262 case KW_EOF: 214 tl->total_chance += t->chance;
263#ifdef TREASURE_DEBUG
264 /* Perform some checks on how valid the treasure data actually is.
265 * verify that list transitions work (ie, the list that it is supposed
266 * to transition to exists). Also, verify that at least the name
267 * or archetype is set for each treasure element.
268 */
269 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
270 check_treasurelist (tl->items, tl);
271#endif
272 return true;
273
274 default:
275 if (!f.parse_error ("treasure lists"))
276 return false;
277
278 break;
279 } 215 }
280
281 f.next ();
282 } 216 }
217
218 return tl;
283} 219}
284 220
285/* 221/*
286 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
294 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
295 */ 231 */
296static void 232static void
297put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
298{ 234{
299 object *tmp;
300
301 /* 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
302 * 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
303 * 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
304 * by another object. 238 * by another object.
305 */ 239 */
306 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 if (flags & GT_ENVIRONMENT && op->type != SPELL)
307 { 241 {
242 if (ob_blocked (op, creator->map, creator->x, creator->y))
243 op->destroy ();
244 else
245 {
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 246 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 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 }
310 } 249 }
311 else 250 else
312 { 251 {
313 op = creator->insert (op); 252 op = creator->insert (op);
314 253
315 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 254 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
316 monster_check_apply (creator, op); 255 monster_check_apply (creator, op);
317 256
318 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 257 if (flags & GT_UPDATE_INV)
258 if (object *tmp = creator->in_player ())
319 esrv_send_item (tmp, op); 259 esrv_send_item (tmp, op);
320 } 260 }
321} 261}
322 262
323/* 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
324 * in the generated object 264 * in the generated object
346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 286 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
347 { 287 {
348 if (t->name) 288 if (t->name)
349 { 289 {
350 if (difficulty >= t->magic) 290 if (difficulty >= t->magic)
291 if (treasurelist *tl = treasurelist::find (t->name))
351 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);
352 } 295 }
353 else 296 else
354 { 297 {
355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 298 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
356 { 299 {
457object * 400object *
458generate_treasure (treasurelist *tl, int difficulty) 401generate_treasure (treasurelist *tl, int difficulty)
459{ 402{
460 difficulty = clamp (difficulty, 1, settings.max_level); 403 difficulty = clamp (difficulty, 1, settings.max_level);
461 404
462 object *ob = object::create (), *tmp; 405 object *ob = object::create ();
463 406
464 create_treasure (tl, ob, 0, difficulty, 0); 407 create_treasure (tl, ob, 0, difficulty, 0);
465 408
466 /* 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 */
467 tmp = ob->inv; 410 object *tmp = ob->inv;
468 if (tmp != NULL) 411 if (tmp)
469 tmp->remove (); 412 tmp->remove ();
470 413
471 if (ob->inv) 414 if (ob->inv)
472 LOG (llevError, "In generate treasure, created multiple objects.\n"); 415 LOG (llevError, "In generate treasure, created multiple objects.\n");
473 416
481 * 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
482 * magical bonus "wanted". 425 * magical bonus "wanted".
483 */ 426 */
484 427
485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 428static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
486
487// chance of magic difficulty 429// chance of magic difficulty
488// +0 +1 +2 +3 +4 430// +0 +1 +2 +3 +4
489 {95, 2, 2, 1, 0}, // 1 431 {95, 2, 2, 1, 0}, // 1
490 {92, 5, 2, 1, 0}, // 2 432 {92, 5, 2, 1, 0}, // 2
491 {85, 10, 4, 1, 0}, // 3 433 {85, 10, 4, 1, 0}, // 3
517 { 0, 0, 0, 3, 97}, // 29 459 { 0, 0, 0, 3, 97}, // 29
518 { 0, 0, 0, 0, 100}, // 30 460 { 0, 0, 0, 0, 100}, // 30
519 { 0, 0, 0, 0, 100}, // 31 461 { 0, 0, 0, 0, 100}, // 31
520}; 462};
521 463
522
523/* calculate the appropriate level for wands staves and scrolls. 464/* calculate the appropriate level for wands staves and scrolls.
524 * 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)
525 * 466 *
526 * elmex Wed Aug 9 17:44:59 CEST 2006: 467 * elmex Wed Aug 9 17:44:59 CEST 2006:
527 * 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.
528 */ 469 */
529
530int 470int
531level_for_item (const object *op, int difficulty) 471level_for_item (const object *op, int difficulty)
532{ 472{
533 int olevel = 0; 473 int olevel = 0;
534 474
844 save_item_power = op->item_power; 784 save_item_power = op->item_power;
845 op->item_power = 0; 785 op->item_power = 0;
846 786
847 if (op->randomitems && op->type != SPELL) 787 if (op->randomitems && op->type != SPELL)
848 { 788 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 789 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
852
853 /* So the treasure doesn't get created again */ 790 /* So the treasure doesn't get created again */
854 op->randomitems = 0; 791 op->randomitems = 0;
855 } 792 }
856 793
857 if (difficulty < 1) 794 if (difficulty < 1)
1353 { 1290 {
1354 switch (f.kw) 1291 switch (f.kw)
1355 { 1292 {
1356 case KW_allowed: 1293 case KW_allowed:
1357 if (!art) 1294 if (!art)
1358 {
1359 art = get_empty_artifact (); 1295 art = get_empty_artifact ();
1360 nrofartifacts++;
1361 }
1362 1296
1363 { 1297 {
1364 if (!strcmp (f.get_str (), "all")) 1298 if (!strcmp (f.get_str (), "all"))
1365 break; 1299 break;
1366 1300
1367 char *next, *cp = f.get_str (); 1301 char *next, *cp = f.get_str ();
1368 1302
1369 do 1303 do
1370 { 1304 {
1371 nrofallowedstr++;
1372
1373 if ((next = strchr (cp, ','))) 1305 if ((next = strchr (cp, ',')))
1374 *next++ = '\0'; 1306 *next++ = '\0';
1375 1307
1376 linked_char *tmp = new linked_char; 1308 linked_char *tmp = new linked_char;
1377 1309
1392 break; 1324 break;
1393 1325
1394 case KW_object: 1326 case KW_object:
1395 { 1327 {
1396 art->item = object::create (); 1328 art->item = object::create ();
1329 f.get (art->item->name);
1330 f.next ();
1397 1331
1398 if (!art->item->parse_kv (f)) 1332 if (!art->item->parse_kv (f))
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1333 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400 1334
1401 al = find_artifactlist (art->item->type); 1335 al = find_artifactlist (art->item->type);
1427 } 1361 }
1428 1362
1429done: 1363done:
1430 for (al = first_artifactlist; al; al = al->next) 1364 for (al = first_artifactlist; al; al = al->next)
1431 { 1365 {
1366 al->total_chance = 0;
1367
1432 for (art = al->items; art; art = art->next) 1368 for (art = al->items; art; art = art->next)
1433 { 1369 {
1434 if (!art->chance) 1370 if (!art->chance)
1435 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);
1436 else 1372 else
1442 } 1378 }
1443 1379
1444 LOG (llevDebug, "done.\n"); 1380 LOG (llevDebug, "done.\n");
1445} 1381}
1446 1382
1447
1448/* 1383/*
1449 * Used in artifact generation. The bonuses of the first object 1384 * Used in artifact generation. The bonuses of the first object
1450 * is modified by the bonuses of the second object. 1385 * is modified by the bonuses of the second object.
1451 */ 1386 */
1452
1453void 1387void
1454add_abilities (object *op, object *change) 1388add_abilities (object *op, object *change)
1455{ 1389{
1456 int i, tmp; 1390 int i, tmp;
1457 1391
1810 SET_FLAG (item, FLAG_NO_STEAL); 1744 SET_FLAG (item, FLAG_NO_STEAL);
1811 } 1745 }
1812} 1746}
1813 1747
1814/* special_potion() - so that old potion code is still done right. */ 1748/* special_potion() - so that old potion code is still done right. */
1815
1816int 1749int
1817special_potion (object *op) 1750special_potion (object *op)
1818{ 1751{
1819 if (op->attacktype) 1752 if (op->attacktype)
1820 return 1; 1753 return 1;

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