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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.62 by root, Mon Jun 4 12:19:08 2007 UTC vs.
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
140 139
141 f.next (); 140 f.next ();
142 141
143 for (;;) 142 for (;;)
144 { 143 {
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 149 t->item = archetype::get (f.get_str ());
244 return; 243 return;
245 } 244 }
246 245
247 op->expand_tail (); 246 op->expand_tail ();
248 247
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 248 if (op->blocked (creator->map, creator->x, creator->y))
250 op->destroy (); 249 op->destroy ();
251 else 250 else
252 { 251 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
300 else 299 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 } 301 }
303 else 302 else
304 { 303 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 305 {
307 object *tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
308 307
309 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
357 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
358 } 357 }
359 else if (t->nrof) 358 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 360 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 362 {
364 if (object *tmp = arch_to_object (t->item)) 363 if (object *tmp = arch_to_object (t->item))
365 { 364 {
366 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
491 */ 490 */
492int 491int
493level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
494{ 493{
495 int olevel = 0;
496
497 if (!op->inv) 494 if (!op->inv)
498 { 495 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 497 return 0;
501 } 498 }
502 499
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 501
505 if (olevel <= 0) 502 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
507 504
508 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 506}
513 507
514/* 508/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
572 566
573 op->magic = magic; 567 op->magic = magic;
574 if (op->arch) 568 if (op->arch)
575 { 569 {
576 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 572
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 574 magic = (-magic);
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 576 }
583 else 577 else
584 { 578 {
585 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
1134 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1135 */ 1129 */
1136static artifactlist * 1130static artifactlist *
1137get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1138{ 1132{
1139 return salloc0 <artifactlist> (); 1133 return salloc0<artifactlist> ();
1140} 1134}
1141 1135
1142/* 1136/*
1143 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1144 */ 1138 */
1145static artifact * 1139static artifact *
1146get_empty_artifact (void) 1140get_empty_artifact (void)
1147{ 1141{
1148 return salloc0 <artifact> (); 1142 return salloc0<artifact> ();
1149} 1143}
1150 1144
1151/* 1145/*
1152 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1147 * of objects on it.
1158 for (artifactlist *al = first_artifactlist; al; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1159 if (al->type == type) 1153 if (al->type == type)
1160 return al; 1154 return al;
1161 1155
1162 return 0; 1156 return 0;
1163}
1164
1165/*
1166 * For debugging purposes. Dumps all tables.
1167 */
1168void
1169dump_artifacts (void)
1170{
1171 artifactlist *al;
1172 artifact *art;
1173 linked_char *next;
1174
1175 fprintf (logfile, "\n");
1176 for (al = first_artifactlist; al != NULL; al = al->next)
1177 {
1178 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1179 for (art = al->items; art != NULL; art = art->next)
1180 {
1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1182 if (art->allowed != NULL)
1183 {
1184 fprintf (logfile, "\tallowed combinations:");
1185 for (next = art->allowed; next != NULL; next = next->next)
1186 fprintf (logfile, "%s,", &next->name);
1187 fprintf (logfile, "\n");
1188 }
1189 }
1190 }
1191 fprintf (logfile, "\n");
1192}
1193
1194/*
1195 * For debugging purposes. Dumps all treasures recursively (see below).
1196 */
1197void
1198dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1199{
1200 treasurelist *tl;
1201 int i;
1202
1203 if (depth > 100)
1204 return;
1205
1206 while (t)
1207 {
1208 if (t->name)
1209 {
1210 for (i = 0; i < depth; i++)
1211 fprintf (logfile, " ");
1212
1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1215 tl = treasurelist::find (t->name);
1216 if (tl)
1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1223 }
1224 else
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 if (t->item && t->item->clone.type == FLESH)
1230 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1231 else
1232 fprintf (logfile, "%s\n", &t->item->clone.name);
1233 }
1234
1235 if (t->next_yes)
1236 {
1237 for (i = 0; i < depth; i++)
1238 fprintf (logfile, " ");
1239
1240 fprintf (logfile, " (if yes)\n");
1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1242 }
1243
1244 if (t->next_no)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248
1249 fprintf (logfile, " (if no)\n");
1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1251 }
1252
1253 t = t->next;
1254 }
1255}
1256
1257/*
1258 * For debugging purposes. Dumps all treasures for a given monster.
1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1260 */
1261void
1262dump_monster_treasure (const char *name)
1263{
1264 archetype *at;
1265 int found;
1266
1267 found = 0;
1268 fprintf (logfile, "\n");
1269
1270 for (at = first_archetype; at != NULL; at = at->next)
1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1272 {
1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->archname);
1274 if (at->clone.randomitems != NULL)
1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1276 else
1277 fprintf (logfile, "(nothing)\n");
1278
1279 fprintf (logfile, "\n");
1280 found++;
1281 }
1282
1283 if (found == 0)
1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1285} 1157}
1286 1158
1287/* 1159/*
1288 * Builds up the lists of artifacts from the file in the libdir. 1160 * Builds up the lists of artifacts from the file in the libdir.
1289 */ 1161 */
1303 sprintf (filename, "%s/artifacts", settings.datadir); 1175 sprintf (filename, "%s/artifacts", settings.datadir);
1304 object_thawer f (filename); 1176 object_thawer f (filename);
1305 1177
1306 if (!f) 1178 if (!f)
1307 return; 1179 return;
1308
1309 f.next ();
1310 1180
1311 for (;;) 1181 for (;;)
1312 { 1182 {
1313 switch (f.kw) 1183 switch (f.kw)
1314 { 1184 {

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