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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.48 by root, Tue Apr 17 18:40:31 2007 UTC vs.
Revision 1.64 by root, Sun Jul 1 05:00:18 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) 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, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
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
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick_every (10);
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 if (!(t->item = archetype::find (f.get_str ()))) 149 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; 150 break;
153 151
154 case KW_list: f.get (t->name); break; 152 case KW_list: f.get (t->name); break;
155 case KW_change_name: f.get (t->change_arch.name); break; 153 case KW_change_name: f.get (t->change_arch.name); break;
156 case KW_change_title: f.get (t->change_arch.title); break; 154 case KW_change_title: f.get (t->change_arch.title); break;
198 196
199 /* This is a one of the many items on the list should be generated. 197 /* This is a one of the many items on the list should be generated.
200 * Add up the chance total, and check to make sure the yes & no 198 * Add up the chance total, and check to make sure the yes & no
201 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
202 */ 200 */
203 tl->total_chance = 0;
204
205 if (one) 201 if (one)
206 { 202 {
207 for (treasure *t = tl->items; t; t = t->next) 203 for (treasure *t = tl->items; t; t = t->next)
208 { 204 {
209 if (t->next_yes || t->next_no) 205 if (t->next_yes || t->next_no)
210 { 206 {
211 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
212 LOG (llevError, " the next_yes or next_no field is set\n"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
213 } 209 }
214 210
215 tl->total_chance += t->chance; 211 tl->total_chance += t->chance;
216 } 212 }
231 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
232 */ 228 */
233static void 229static void
234put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
235{ 231{
236 object *tmp; 232 if (flags & GT_ENVIRONMENT)
237 233 {
238 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* 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 235 * 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 236 * this is the original object, or if this is an object that should be created
241 * by another object. 237 * by another object.
242 */ 238 */
243 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
244 { 240 if (op->type == SPELL)
241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (ob_blocked (op, creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
245 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
246 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);
254 }
247 } 255 }
248 else 256 else
249 { 257 {
250 op = creator->insert (op); 258 op = creator->insert (op);
251 259
252 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
253 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
254 262
255 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
256 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
257 } 266 }
258} 267}
259 268
260/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
261 * in the generated object 270 * in the generated object
290 else 299 else
291 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);
292 } 301 }
293 else 302 else
294 { 303 {
295 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
296 { 305 {
297 object *tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
298 307
299 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
300 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
347 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
348 } 357 }
349 else if (t->nrof) 358 else if (t->nrof)
350 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
351 } 360 }
352 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
353 { 362 {
354 if (object *tmp = arch_to_object (t->item)) 363 if (object *tmp = arch_to_object (t->item))
355 { 364 {
356 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
357 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
359 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
360 change_treasure (t, tmp); 369 change_treasure (t, tmp);
361 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
362 } 371 }
363 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
364} 379}
365 380
366/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
367 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
368 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
381 { 396 {
382 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
383 return; 398 return;
384 } 399 }
385 400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
386 if (tl->total_chance) 410 if (tl->total_chance)
387 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
388 else 412 else
389 create_all_treasures (tl->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
390} 414}
397object * 421object *
398generate_treasure (treasurelist *tl, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
399{ 423{
400 difficulty = clamp (difficulty, 1, settings.max_level); 424 difficulty = clamp (difficulty, 1, settings.max_level);
401 425
402 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
403 427
404 create_treasure (tl, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
405 429
406 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
407 tmp = ob->inv; 431 object *tmp = ob->inv;
408 if (tmp != NULL) 432 if (tmp)
409 tmp->remove (); 433 tmp->remove ();
410 434
411 if (ob->inv) 435 if (ob->inv)
412 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
413 437
421 * The array has two arguments, the difficulty of the level, and the 445 * The array has two arguments, the difficulty of the level, and the
422 * magical bonus "wanted". 446 * magical bonus "wanted".
423 */ 447 */
424 448
425static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
426
427// chance of magic difficulty 450// chance of magic difficulty
428// +0 +1 +2 +3 +4 451// +0 +1 +2 +3 +4
429 {95, 2, 2, 1, 0}, // 1 452 {95, 2, 2, 1, 0}, // 1
430 {92, 5, 2, 1, 0}, // 2 453 {92, 5, 2, 1, 0}, // 2
431 {85, 10, 4, 1, 0}, // 3 454 {85, 10, 4, 1, 0}, // 3
457 { 0, 0, 0, 3, 97}, // 29 480 { 0, 0, 0, 3, 97}, // 29
458 { 0, 0, 0, 0, 100}, // 30 481 { 0, 0, 0, 0, 100}, // 30
459 { 0, 0, 0, 0, 100}, // 31 482 { 0, 0, 0, 0, 100}, // 31
460}; 483};
461 484
462
463/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
464 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
465 * 487 *
466 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
467 * 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.
468 */ 490 */
469
470int 491int
471level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
472{ 493{
473 int olevel = 0; 494 int olevel = 0;
474 495
550 571
551 op->magic = magic; 572 op->magic = magic;
552 if (op->arch) 573 if (op->arch)
553 { 574 {
554 if (op->type == ARMOUR) 575 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
556 577
557 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
558 magic = (-magic); 579 magic = (-magic);
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
560 } 581 }
561 else 582 else
562 { 583 {
563 if (op->type == ARMOUR) 584 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
626 case 2: 647 case 2:
627 case 3: 648 case 3:
628 case 4: 649 case 4:
629 case 5: 650 case 5:
630 case 6: 651 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 652 op->stats.stat (r) += bonus;
632 break; 653 break;
633 654
634 case 7: 655 case 7:
635 op->stats.dam += bonus; 656 op->stats.dam += bonus;
636 break; 657 break;
784 save_item_power = op->item_power; 805 save_item_power = op->item_power;
785 op->item_power = 0; 806 op->item_power = 0;
786 807
787 if (op->randomitems && op->type != SPELL) 808 if (op->randomitems && op->type != SPELL)
788 { 809 {
789 create_treasure (op->randomitems, op, flags, difficulty, 0); 810 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 */ 811 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 812 op->randomitems = 0;
795 } 813 }
796 814
797 if (difficulty < 1) 815 if (difficulty < 1)
1205 else 1223 else
1206 { 1224 {
1207 for (i = 0; i < depth; i++) 1225 for (i = 0; i < depth; i++)
1208 fprintf (logfile, " "); 1226 fprintf (logfile, " ");
1209 1227
1210 if (t->item && t->item->clone.type == FLESH) 1228 if (t->item && t->item->type == FLESH)
1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1212 else 1230 else
1213 fprintf (logfile, "%s\n", &t->item->clone.name); 1231 fprintf (logfile, "%s\n", &t->item->object::name);
1214 } 1232 }
1215 1233
1216 if (t->next_yes) 1234 if (t->next_yes)
1217 { 1235 {
1218 for (i = 0; i < depth; i++) 1236 for (i = 0; i < depth; i++)
1246 int found; 1264 int found;
1247 1265
1248 found = 0; 1266 found = 0;
1249 fprintf (logfile, "\n"); 1267 fprintf (logfile, "\n");
1250 1268
1251 for (at = first_archetype; at != NULL; at = at->next) 1269 for_all_archetypes (at)
1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1253 { 1271 {
1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1255 if (at->clone.randomitems != NULL) 1273 if (at->randomitems != NULL)
1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1257 else 1275 else
1258 fprintf (logfile, "(nothing)\n"); 1276 fprintf (logfile, "(nothing)\n");
1259 1277
1260 fprintf (logfile, "\n"); 1278 fprintf (logfile, "\n");
1261 found++; 1279 found++;
1327 break; 1345 break;
1328 1346
1329 case KW_object: 1347 case KW_object:
1330 { 1348 {
1331 art->item = object::create (); 1349 art->item = object::create ();
1350 f.get (art->item->name);
1351 f.next ();
1332 1352
1333 if (!art->item->parse_kv (f)) 1353 if (!art->item->parse_kv (f))
1334 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1354 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1335 1355
1336 al = find_artifactlist (art->item->type); 1356 al = find_artifactlist (art->item->type);
1397#endif 1417#endif
1398 op->face = change->face; 1418 op->face = change->face;
1399 } 1419 }
1400 1420
1401 for (i = 0; i < NUM_STATS; i++) 1421 for (i = 0; i < NUM_STATS; i++)
1402 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1422 change_attr_value (&(op->stats), i, change->stats.stat (i));
1403 1423
1404 op->attacktype |= change->attacktype; 1424 op->attacktype |= change->attacktype;
1405 op->path_attuned |= change->path_attuned; 1425 op->path_attuned |= change->path_attuned;
1406 op->path_repelled |= change->path_repelled; 1426 op->path_repelled |= change->path_repelled;
1407 op->path_denied |= change->path_denied; 1427 op->path_denied |= change->path_denied;
1571 if (change->msg) 1591 if (change->msg)
1572 op->msg = change->msg; 1592 op->msg = change->msg;
1573} 1593}
1574 1594
1575static int 1595static int
1576legal_artifact_combination (object *op, artifact * art) 1596legal_artifact_combination (object *op, artifact *art)
1577{ 1597{
1578 int neg, success = 0; 1598 int neg, success = 0;
1579 linked_char *tmp; 1599 linked_char *tmp;
1580 const char *name; 1600 const char *name;
1581 1601
1582 if (art->allowed == (linked_char *) NULL) 1602 if (!art->allowed)
1583 return 1; /* Ie, "all" */ 1603 return 1; /* Ie, "all" */
1604
1584 for (tmp = art->allowed; tmp; tmp = tmp->next) 1605 for (tmp = art->allowed; tmp; tmp = tmp->next)
1585 { 1606 {
1586#ifdef TREASURE_VERBOSE 1607#ifdef TREASURE_VERBOSE
1587 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1608 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1588#endif 1609#endif
1590 name = tmp->name + 1, neg = 1; 1611 name = tmp->name + 1, neg = 1;
1591 else 1612 else
1592 name = tmp->name, neg = 0; 1613 name = tmp->name, neg = 0;
1593 1614
1594 /* If we match name, then return the opposite of 'neg' */ 1615 /* If we match name, then return the opposite of 'neg' */
1595 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1616 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1596 return !neg; 1617 return !neg;
1597 1618
1598 /* Set success as true, since if the match was an inverse, it means 1619 /* Set success as true, since if the match was an inverse, it means
1599 * everything is allowed except what we match 1620 * everything is allowed except what we match
1600 */ 1621 */
1601 else if (neg) 1622 else if (neg)
1602 success = 1; 1623 success = 1;
1603 } 1624 }
1625
1604 return success; 1626 return success;
1605} 1627}
1606 1628
1607/* 1629/*
1608 * Fixes the given object, giving it the abilities and titles 1630 * Fixes the given object, giving it the abilities and titles

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