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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC vs.
Revision 1.88 by root, Fri Nov 6 12:27:05 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h> 38#include <loader.h>
39 39
40extern char *spell_mapping[]; 40extern char *spell_mapping[];
41 41
42static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
46typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
47 const char *, 47 const char *,
48 treasurelist *, 48 treasurelist *,
49 str_hash, 49 str_hash,
50 str_equal, 50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 52> tl_map_t;
54 53
55static tl_map_t tl_map; 54static tl_map_t tl_map;
55
56//TODO: class method
57static void
58clear (treasurelist *tl)
59{
60 void free_treasurestruct (treasure *t);
61
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
56 70
57/* 71/*
58 * Searches for the given treasurelist 72 * Searches for the given treasurelist
59 */ 73 */
60treasurelist * 74treasurelist *
92 } 106 }
93 107
94 return tl; 108 return tl;
95} 109}
96 110
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
113 */ 114 */
114static void 115static void
144 coroapi::cede_to_tick (); 145 coroapi::cede_to_tick ();
145 146
146 switch (f.kw) 147 switch (f.kw)
147 { 148 {
148 case KW_arch: 149 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 150 t->item = archetype::find (f.get_str ());
151
152 if (!t->item)
153 {
154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
150 break; 158 break;
151 159
152 case KW_list: f.get (t->name); break; 160 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 161 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 162 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 176 t->next = read_treasure (f);
169 return t; 177 return t;
170 178
171 default: 179 default:
172 if (!f.parse_error ("treasurelist", t->name)) 180 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 181 goto error;
174 182
175 return t; 183 return t;
176 } 184 }
177 185
178 f.next (); 186 f.next ();
179 } 187 }
188
189 // not reached
190
191error:
192 delete t;
193 return 0;
180} 194}
181 195
182/* 196/*
183 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
184 */ 198 */
243 return; 257 return;
244 } 258 }
245 259
246 op->expand_tail (); 260 op->expand_tail ();
247 261
248 if (op->blocked (creator->map, creator->x, creator->y)) 262 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
249 op->destroy (); 263 op->destroy ();
250 else 264 else
251 { 265 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 266 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 267 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 { 271 {
258 op = creator->insert (op); 272 op = creator->insert (op);
259 273
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op); 275 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 } 276 }
267} 277}
268 278
269/* if there are change_xxx commands in the treasure, we include the changes 279/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 280 * in the generated object
434 444
435 if (ob->inv) 445 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 446 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 447
438 ob->destroy (); 448 ob->destroy ();
449
439 return tmp; 450 return tmp;
440} 451}
441 452
442/* 453/*
443 * This is a new way of calculating the chance for an item to have 454 * This is a new way of calculating the chance for an item to have
570 if (op->type == ARMOUR) 581 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 582 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 583
573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 584 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 585 magic = (-magic);
586
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 588 }
577 else 589 else
578 { 590 {
579 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
593
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic); 595 magic = (-magic);
596
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 597 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 598 }
585} 599}
586 600
587/* 601/*
761 return i; 775 return i;
762 776
763 return 4; 777 return 4;
764} 778}
765 779
780/* special_potion() - so that old potion code is still done right. */
781int
782special_potion (object *op)
783{
784 if (op->attacktype)
785 return 1;
786
787 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
788 return 1;
789
790 for (int i = 0; i < NROFATTACKS; i++)
791 if (op->resist[i])
792 return 1;
793
794 return 0;
795}
796
766#define DICE2 (get_magic(2)==2?2:1) 797#define DICE2 (get_magic(2)==2?2:1)
767#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 798#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
768 799
769/* 800/*
770 * fix_generated_item(): This is called after an item is generated, in 801 * fix_generated_item(): This is called after an item is generated, in
816 ARG_INT (flags))) 847 ARG_INT (flags)))
817 return; 848 return;
818 849
819 if (!(flags & GT_MINIMAL)) 850 if (!(flags & GT_MINIMAL))
820 { 851 {
821 if (op->arch == crown_arch) 852 if (IS_ARCH (op->arch, crown))
822 { 853 {
823 set_magic (difficulty, op, max_magic, flags); 854 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 855 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 856 generate_artifact (op, difficulty);
826 } 857 }
831 862
832 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
833 864
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 865 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 866 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 867 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
839 } 869 }
840 870
841 /* Object was made an artifact. Calculate its item_power rating. 871 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 872 * the item_power in the object is what the artfiact adds.
884 { 914 {
885 if (op->type == POTION) 915 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 916 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 917 if (op->stats.sp && !op->randomitems)
888 { 918 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 919 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 920 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 921 op->stats.sp = 0;
894 } 922 }
895 } 923 }
896 else if (!op->title) /* Only modify object if not special */ 924 else if (!op->title) /* Only modify object if not special */
954 SET_FLAG (op, FLAG_CURSED); 982 SET_FLAG (op, FLAG_CURSED);
955 break; 983 break;
956 } 984 }
957 985
958 case AMULET: 986 case AMULET:
959 if (op->arch == amulet_arch) 987 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 988 op->value *= 5; /* Since it's not just decoration */
961 989
962 case RING: 990 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 991 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 992 break;
972 993
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 994 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 995 SET_FLAG (op, FLAG_CURSED);
975 996
995 op->value *= 5; 1016 op->value *= 5;
996 set_ring_bonus (op, d); 1017 set_ring_bonus (op, d);
997 } 1018 }
998 } 1019 }
999 1020
1000 if (GET_ANIM_ID (op)) 1021 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1022 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1023
1003 break; 1024 break;
1004 1025
1005 case BOOK: 1026 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1027 /* Is it an empty book?, if yes lets make a special·
1021 op->level = rndm (creator->level); 1042 op->level = rndm (creator->level);
1022 1043
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1044 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */ 1045 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1046 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035 1047
1036 /* add exp so reading it gives xp (once) */ 1048 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1049 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1038 } 1050 }
1051
1052 /* creator related stuff */
1053
1054 /* for library, chained books. Note that some monsters have no_pick
1055 * set - we don't want to set no pick in that case.
1056 */
1057 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1058 SET_FLAG (op, FLAG_NO_PICK);
1059 if (creator->slaying && !op->slaying) /* for check_inv floors */
1060 op->slaying = creator->slaying;
1039 break; 1061 break;
1040 1062
1041 case SPELLBOOK: 1063 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1064 op->value = op->value * op->inv->value;
1043 /* add exp so learning gives xp */ 1065 /* add exp so learning gives xp */
1346 * to cast. So convert that to into a spell and put it into 1368 * to cast. So convert that to into a spell and put it into
1347 * this object. 1369 * this object.
1348 */ 1370 */
1349 if (op->type == HORN || op->type == POTION) 1371 if (op->type == HORN || op->type == POTION)
1350 { 1372 {
1351 object *tmp_obj;
1352
1353 /* Remove any spells this object currently has in it */ 1373 /* Remove any spells this object currently has in it */
1354 while (op->inv)
1355 op->inv->destroy (); 1374 op->destroy_inv (false);
1356 1375
1357 tmp_obj = arch_to_object (change->other_arch); 1376 object *tmp = arch_to_object (change->other_arch);
1358 insert_ob_in_ob (tmp_obj, op); 1377 insert_ob_in_ob (tmp, op);
1359 } 1378 }
1360 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1362 } 1381 }
1363 1382
1568#if 1 1587#if 1
1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1588 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1570#endif 1589#endif
1571 return; 1590 return;
1572 } 1591 }
1573 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1574 return; 1594 return;
1595
1575 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1576 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1577 1598
1578 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1579 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1580 continue; 1601 continue;
1631 item->level = donor->level; 1652 item->level = donor->level;
1632 1653
1633 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1634 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1635 item->type = POISON; 1656 item->type = POISON;
1657
1636 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1637 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1660
1638 SET_FLAG (item, FLAG_NO_STEAL); 1661 SET_FLAG (item, FLAG_NO_STEAL);
1639 } 1662 }
1640}
1641
1642/* special_potion() - so that old potion code is still done right. */
1643int
1644special_potion (object *op)
1645{
1646 if (op->attacktype)
1647 return 1;
1648
1649 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1650 return 1;
1651
1652 for (int i = 0; i < NROFATTACKS; i++)
1653 if (op->resist[i])
1654 return 1;
1655
1656 return 0;
1657} 1663}
1658 1664
1659void 1665void
1660free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1661{ 1667{
1679free_artifact (artifact *at) 1685free_artifact (artifact *at)
1680{ 1686{
1681 if (at->next) free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1682 if (at->allowed) free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1683 1689
1684 at->item->destroy (1); 1690 at->item->destroy ();
1685 1691
1686 sfree (at); 1692 sfree (at);
1687} 1693}
1688 1694
1689void 1695void

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