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/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.49 by root, Tue Apr 17 18:59:05 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 *
145 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick_every (10);
146 146
147 switch (f.kw) 147 switch (f.kw)
148 { 148 {
149 case KW_arch: 149 case KW_arch:
150 if (!(t->item = archetype::find (f.get_str ()))) 150 t->item = archetype::get (f.get_str ());
151 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
152 break; 151 break;
153 152
154 case KW_list: f.get (t->name); break; 153 case KW_list: f.get (t->name); break;
155 case KW_change_name: f.get (t->change_arch.name); break; 154 case KW_change_name: f.get (t->change_arch.name); break;
156 case KW_change_title: f.get (t->change_arch.title); break; 155 case KW_change_title: f.get (t->change_arch.title); break;
231 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
232 */ 231 */
233static void 232static void
234put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
235{ 234{
236 object *tmp; 235 if (flags & GT_ENVIRONMENT)
237 236 {
238 /* 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
239 * 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
240 * 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
241 * by another object. 240 * by another object.
242 */ 241 */
243 if (flags & GT_ENVIRONMENT && op->type != SPELL) 242 //TODO: flag such as objects... as such (no drop, anybody?)
244 { 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 {
245 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 255 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
246 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 }
247 } 258 }
248 else 259 else
249 { 260 {
250 op = creator->insert (op); 261 op = creator->insert (op);
251 262
252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
253 monster_check_apply (creator, op); 264 monster_check_apply (creator, op);
254 265
255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
256 esrv_send_item (tmp, op); 268 esrv_send_item (tmp, op);
257 } 269 }
258} 270}
259 271
260/* 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
261 * in the generated object 273 * in the generated object
397object * 409object *
398generate_treasure (treasurelist *tl, int difficulty) 410generate_treasure (treasurelist *tl, int difficulty)
399{ 411{
400 difficulty = clamp (difficulty, 1, settings.max_level); 412 difficulty = clamp (difficulty, 1, settings.max_level);
401 413
402 object *ob = object::create (), *tmp; 414 object *ob = object::create ();
403 415
404 create_treasure (tl, ob, 0, difficulty, 0); 416 create_treasure (tl, ob, 0, difficulty, 0);
405 417
406 /* 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 */
407 tmp = ob->inv; 419 object *tmp = ob->inv;
408 if (tmp != NULL) 420 if (tmp)
409 tmp->remove (); 421 tmp->remove ();
410 422
411 if (ob->inv) 423 if (ob->inv)
412 LOG (llevError, "In generate treasure, created multiple objects.\n"); 424 LOG (llevError, "In generate treasure, created multiple objects.\n");
413 425
421 * 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
422 * magical bonus "wanted". 434 * magical bonus "wanted".
423 */ 435 */
424 436
425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 437static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426
427// chance of magic difficulty 438// chance of magic difficulty
428// +0 +1 +2 +3 +4 439// +0 +1 +2 +3 +4
429 {95, 2, 2, 1, 0}, // 1 440 {95, 2, 2, 1, 0}, // 1
430 {92, 5, 2, 1, 0}, // 2 441 {92, 5, 2, 1, 0}, // 2
431 {85, 10, 4, 1, 0}, // 3 442 {85, 10, 4, 1, 0}, // 3
457 { 0, 0, 0, 3, 97}, // 29 468 { 0, 0, 0, 3, 97}, // 29
458 { 0, 0, 0, 0, 100}, // 30 469 { 0, 0, 0, 0, 100}, // 30
459 { 0, 0, 0, 0, 100}, // 31 470 { 0, 0, 0, 0, 100}, // 31
460}; 471};
461 472
462
463/* calculate the appropriate level for wands staves and scrolls. 473/* calculate the appropriate level for wands staves and scrolls.
464 * 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)
465 * 475 *
466 * elmex Wed Aug 9 17:44:59 CEST 2006: 476 * elmex Wed Aug 9 17:44:59 CEST 2006:
467 * 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.
468 */ 478 */
469
470int 479int
471level_for_item (const object *op, int difficulty) 480level_for_item (const object *op, int difficulty)
472{ 481{
473 int olevel = 0; 482 int olevel = 0;
474 483
784 save_item_power = op->item_power; 793 save_item_power = op->item_power;
785 op->item_power = 0; 794 op->item_power = 0;
786 795
787 if (op->randomitems && op->type != SPELL) 796 if (op->randomitems && op->type != SPELL)
788 { 797 {
789 create_treasure (op->randomitems, op, flags, difficulty, 0); 798 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
790 if (!op->inv)
791 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
792
793 /* So the treasure doesn't get created again */ 799 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 800 op->randomitems = 0;
795 } 801 }
796 802
797 if (difficulty < 1) 803 if (difficulty < 1)
1573 if (change->msg) 1579 if (change->msg)
1574 op->msg = change->msg; 1580 op->msg = change->msg;
1575} 1581}
1576 1582
1577static int 1583static int
1578legal_artifact_combination (object *op, artifact * art) 1584legal_artifact_combination (object *op, artifact *art)
1579{ 1585{
1580 int neg, success = 0; 1586 int neg, success = 0;
1581 linked_char *tmp; 1587 linked_char *tmp;
1582 const char *name; 1588 const char *name;
1583 1589
1584 if (art->allowed == (linked_char *) NULL) 1590 if (!art->allowed)
1585 return 1; /* Ie, "all" */ 1591 return 1; /* Ie, "all" */
1592
1586 for (tmp = art->allowed; tmp; tmp = tmp->next) 1593 for (tmp = art->allowed; tmp; tmp = tmp->next)
1587 { 1594 {
1588#ifdef TREASURE_VERBOSE 1595#ifdef TREASURE_VERBOSE
1589 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1596 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1590#endif 1597#endif
1601 * everything is allowed except what we match 1608 * everything is allowed except what we match
1602 */ 1609 */
1603 else if (neg) 1610 else if (neg)
1604 success = 1; 1611 success = 1;
1605 } 1612 }
1613
1606 return success; 1614 return success;
1607} 1615}
1608 1616
1609/* 1617/*
1610 * Fixes the given object, giving it the abilities and titles 1618 * Fixes the given object, giving it the abilities and titles

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