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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.65 by root, Tue Sep 4 05:43:21 2007 UTC vs.
Revision 1.83 by root, Sun Oct 5 14:16:13 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 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 (©) 2005,2006,2007,2008 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 8 * Deliantra 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * 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
26 * 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
32 32
33//#define TREASURE_VERBOSE 33//#define TREASURE_VERBOSE
34 34
35#include <global.h> 35#include <global.h>
36#include <treasure.h> 36#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h> 37#include <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
46typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
47 const char *, 46 const char *,
48 treasurelist *, 47 treasurelist *,
49 str_hash, 48 str_hash,
50 str_equal, 49 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 51> tl_map_t;
54 52
55static tl_map_t tl_map; 53static tl_map_t tl_map;
56 54
57/* 55/*
139 137
140 f.next (); 138 f.next ();
141 139
142 for (;;) 140 for (;;)
143 { 141 {
144 coroapi::cede_to_tick_every (10); 142 coroapi::cede_to_tick ();
145 143
146 switch (f.kw) 144 switch (f.kw)
147 { 145 {
148 case KW_arch: 146 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 147 t->item = archetype::find (f.get_str ());
148
149 if (!t->item)
150 {
151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
150 break; 155 break;
151 156
152 case KW_list: f.get (t->name); break; 157 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 158 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 159 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 173 t->next = read_treasure (f);
169 return t; 174 return t;
170 175
171 default: 176 default:
172 if (!f.parse_error ("treasurelist", t->name)) 177 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 178 goto error;
174 179
175 return t; 180 return t;
176 } 181 }
177 182
178 f.next (); 183 f.next ();
179 } 184 }
185
186 // not reached
187
188error:
189 delete t;
190 return 0;
180} 191}
181 192
182/* 193/*
183 * Each treasure is parsed with the help of load_treasure(). 194 * Each treasure is parsed with the help of load_treasure().
184 */ 195 */
243 return; 254 return;
244 } 255 }
245 256
246 op->expand_tail (); 257 op->expand_tail ();
247 258
248 if (ob_blocked (op, creator->map, creator->x, creator->y)) 259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
249 op->destroy (); 260 op->destroy ();
250 else 261 else
251 { 262 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 { 268 {
258 op = creator->insert (op); 269 op = creator->insert (op);
259 270
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 273 }
267} 274}
268 275
269/* if there are change_xxx commands in the treasure, we include the changes 276/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 277 * in the generated object
434 441
435 if (ob->inv) 442 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 444
438 ob->destroy (); 445 ob->destroy ();
446
439 return tmp; 447 return tmp;
440} 448}
441 449
442/* 450/*
443 * This is a new way of calculating the chance for an item to have 451 * This is a new way of calculating the chance for an item to have
489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
490 */ 498 */
491int 499int
492level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
493{ 501{
494 int olevel = 0;
495
496 if (!op->inv) 502 if (!op->inv)
497 { 503 {
498 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
499 return 0; 505 return 0;
500 } 506 }
501 507
502 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
503 509
504 if (olevel <= 0) 510 if (olevel <= 0)
505 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
506 512
507 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
508 olevel = MAXLEVEL;
509
510 return olevel;
511} 514}
512 515
513/* 516/*
514 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
515 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
575 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
577 580
578 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
579 magic = (-magic); 582 magic = (-magic);
583
580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 } 585 }
582 else 586 else
583 { 587 {
584 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
587 magic = (-magic); 592 magic = (-magic);
593
588 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
589 } 595 }
590} 596}
591 597
592/* 598/*
821 ARG_INT (flags))) 827 ARG_INT (flags)))
822 return; 828 return;
823 829
824 if (!(flags & GT_MINIMAL)) 830 if (!(flags & GT_MINIMAL))
825 { 831 {
826 if (op->arch == crown_arch) 832 if (IS_ARCH (op->arch, crown))
827 { 833 {
828 set_magic (difficulty, op, max_magic, flags); 834 set_magic (difficulty, op, max_magic, flags);
829 num_enchantments = calc_item_power (op, 1); 835 num_enchantments = calc_item_power (op, 1);
830 generate_artifact (op, difficulty); 836 generate_artifact (op, difficulty);
831 } 837 }
836 842
837 num_enchantments = calc_item_power (op, 1); 843 num_enchantments = calc_item_power (op, 1);
838 844
839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 845 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
840 || op->type == HORN 846 || op->type == HORN
841 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 847 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
842 * used for shop_floors or treasures */
843 generate_artifact (op, difficulty); 848 generate_artifact (op, difficulty);
844 } 849 }
845 850
846 /* Object was made an artifact. Calculate its item_power rating. 851 /* Object was made an artifact. Calculate its item_power rating.
847 * the item_power in the object is what the artfiact adds. 852 * the item_power in the object is what the artfiact adds.
889 { 894 {
890 if (op->type == POTION) 895 if (op->type == POTION)
891 /* Handle healing and magic power potions */ 896 /* Handle healing and magic power potions */
892 if (op->stats.sp && !op->randomitems) 897 if (op->stats.sp && !op->randomitems)
893 { 898 {
894 object *tmp;
895
896 tmp = get_archetype (spell_mapping[op->stats.sp]); 899 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
897 insert_ob_in_ob (tmp, op); 900 insert_ob_in_ob (tmp, op);
898 op->stats.sp = 0; 901 op->stats.sp = 0;
899 } 902 }
900 } 903 }
901 else if (!op->title) /* Only modify object if not special */ 904 else if (!op->title) /* Only modify object if not special */
959 SET_FLAG (op, FLAG_CURSED); 962 SET_FLAG (op, FLAG_CURSED);
960 break; 963 break;
961 } 964 }
962 965
963 case AMULET: 966 case AMULET:
964 if (op->arch == amulet_arch) 967 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */ 968 op->value *= 5; /* Since it's not just decoration */
966 969
967 case RING: 970 case RING:
968 if (op->arch == NULL)
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 971 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
976 break; 972 break;
977 973
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED); 975 SET_FLAG (op, FLAG_CURSED);
980 976
1133 * Allocate and return the pointer to an empty artifactlist structure. 1129 * Allocate and return the pointer to an empty artifactlist structure.
1134 */ 1130 */
1135static artifactlist * 1131static artifactlist *
1136get_empty_artifactlist (void) 1132get_empty_artifactlist (void)
1137{ 1133{
1138 return salloc0 <artifactlist> (); 1134 return salloc0<artifactlist> ();
1139} 1135}
1140 1136
1141/* 1137/*
1142 * Allocate and return the pointer to an empty artifact structure. 1138 * Allocate and return the pointer to an empty artifact structure.
1143 */ 1139 */
1144static artifact * 1140static artifact *
1145get_empty_artifact (void) 1141get_empty_artifact (void)
1146{ 1142{
1147 return salloc0 <artifact> (); 1143 return salloc0<artifact> ();
1148} 1144}
1149 1145
1150/* 1146/*
1151 * Searches the artifact lists and returns one that has the same type 1147 * Searches the artifact lists and returns one that has the same type
1152 * of objects on it. 1148 * of objects on it.
1157 for (artifactlist *al = first_artifactlist; al; al = al->next) 1153 for (artifactlist *al = first_artifactlist; al; al = al->next)
1158 if (al->type == type) 1154 if (al->type == type)
1159 return al; 1155 return al;
1160 1156
1161 return 0; 1157 return 0;
1162}
1163
1164/*
1165 * For debugging purposes. Dumps all tables.
1166 */
1167void
1168dump_artifacts (void)
1169{
1170 artifactlist *al;
1171 artifact *art;
1172 linked_char *next;
1173
1174 fprintf (logfile, "\n");
1175 for (al = first_artifactlist; al != NULL; al = al->next)
1176 {
1177 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1178 for (art = al->items; art != NULL; art = art->next)
1179 {
1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1181 if (art->allowed != NULL)
1182 {
1183 fprintf (logfile, "\tallowed combinations:");
1184 for (next = art->allowed; next != NULL; next = next->next)
1185 fprintf (logfile, "%s,", &next->name);
1186 fprintf (logfile, "\n");
1187 }
1188 }
1189 }
1190 fprintf (logfile, "\n");
1191}
1192
1193/*
1194 * For debugging purposes. Dumps all treasures recursively (see below).
1195 */
1196void
1197dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1198{
1199 treasurelist *tl;
1200 int i;
1201
1202 if (depth > 100)
1203 return;
1204
1205 while (t)
1206 {
1207 if (t->name)
1208 {
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211
1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1214 tl = treasurelist::find (t->name);
1215 if (tl)
1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1222 }
1223 else
1224 {
1225 for (i = 0; i < depth; i++)
1226 fprintf (logfile, " ");
1227
1228 if (t->item && t->item->type == FLESH)
1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1230 else
1231 fprintf (logfile, "%s\n", &t->item->object::name);
1232 }
1233
1234 if (t->next_yes)
1235 {
1236 for (i = 0; i < depth; i++)
1237 fprintf (logfile, " ");
1238
1239 fprintf (logfile, " (if yes)\n");
1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1241 }
1242
1243 if (t->next_no)
1244 {
1245 for (i = 0; i < depth; i++)
1246 fprintf (logfile, " ");
1247
1248 fprintf (logfile, " (if no)\n");
1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1250 }
1251
1252 t = t->next;
1253 }
1254}
1255
1256/*
1257 * For debugging purposes. Dumps all treasures for a given monster.
1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1259 */
1260void
1261dump_monster_treasure (const char *name)
1262{
1263 archetype *at;
1264 int found;
1265
1266 found = 0;
1267 fprintf (logfile, "\n");
1268
1269 for_all_archetypes (at)
1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1271 {
1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1273 if (at->randomitems != NULL)
1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1275 else
1276 fprintf (logfile, "(nothing)\n");
1277
1278 fprintf (logfile, "\n");
1279 found++;
1280 }
1281
1282 if (found == 0)
1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1284} 1158}
1285 1159
1286/* 1160/*
1287 * Builds up the lists of artifacts from the file in the libdir. 1161 * Builds up the lists of artifacts from the file in the libdir.
1288 */ 1162 */
1473 * to cast. So convert that to into a spell and put it into 1347 * to cast. So convert that to into a spell and put it into
1474 * this object. 1348 * this object.
1475 */ 1349 */
1476 if (op->type == HORN || op->type == POTION) 1350 if (op->type == HORN || op->type == POTION)
1477 { 1351 {
1478 object *tmp_obj;
1479
1480 /* Remove any spells this object currently has in it */ 1352 /* Remove any spells this object currently has in it */
1481 while (op->inv)
1482 op->inv->destroy (); 1353 op->destroy_inv (false);
1483 1354
1484 tmp_obj = arch_to_object (change->other_arch); 1355 object *tmp = arch_to_object (change->other_arch);
1485 insert_ob_in_ob (tmp_obj, op); 1356 insert_ob_in_ob (tmp, op);
1486 } 1357 }
1487 /* No harm setting this for potions/horns */ 1358 /* No harm setting this for potions/horns */
1488 op->other_arch = change->other_arch; 1359 op->other_arch = change->other_arch;
1489 } 1360 }
1490 1361
1758 item->level = donor->level; 1629 item->level = donor->level;
1759 1630
1760 /* if donor has some attacktypes, the flesh is poisonous */ 1631 /* if donor has some attacktypes, the flesh is poisonous */
1761 if (donor->attacktype & AT_POISON) 1632 if (donor->attacktype & AT_POISON)
1762 item->type = POISON; 1633 item->type = POISON;
1634
1763 if (donor->attacktype & AT_ACID) 1635 if (donor->attacktype & AT_ACID)
1764 item->stats.hp = -1 * item->stats.food; 1636 item->stats.hp = -1 * item->stats.food;
1637
1765 SET_FLAG (item, FLAG_NO_STEAL); 1638 SET_FLAG (item, FLAG_NO_STEAL);
1766 } 1639 }
1767} 1640}
1768 1641
1769/* special_potion() - so that old potion code is still done right. */ 1642/* special_potion() - so that old potion code is still done right. */
1806free_artifact (artifact *at) 1679free_artifact (artifact *at)
1807{ 1680{
1808 if (at->next) free_artifact (at->next); 1681 if (at->next) free_artifact (at->next);
1809 if (at->allowed) free_charlinks (at->allowed); 1682 if (at->allowed) free_charlinks (at->allowed);
1810 1683
1811 at->item->destroy (1); 1684 at->item->destroy ();
1812 1685
1813 sfree (at); 1686 sfree (at);
1814} 1687}
1815 1688
1816void 1689void

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