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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.67 by root, Tue Oct 16 00:30:24 2007 UTC vs.
Revision 1.77 by root, Mon May 5 22:18:00 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;
139 138
140 f.next (); 139 f.next ();
141 140
142 for (;;) 141 for (;;)
143 { 142 {
144 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
145 144
146 switch (f.kw) 145 switch (f.kw)
147 { 146 {
148 case KW_arch: 147 case KW_arch:
149 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
150 break; 156 break;
151 157
152 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 174 t->next = read_treasure (f);
169 return t; 175 return t;
170 176
171 default: 177 default:
172 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 179 goto error;
174 180
175 return t; 181 return t;
176 } 182 }
177 183
178 f.next (); 184 f.next ();
179 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
180} 192}
181 193
182/* 194/*
183 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
184 */ 196 */
243 return; 255 return;
244 } 256 }
245 257
246 op->expand_tail (); 258 op->expand_tail ();
247 259
248 if (op->blocked (creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
249 op->destroy (); 261 op->destroy ();
250 else 262 else
251 { 263 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 { 269 {
258 op = creator->insert (op); 270 op = creator->insert (op);
259 271
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op); 273 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 } 274 }
267} 275}
268 276
269/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
270 * in the generated object 278 * in the generated object
816 ARG_INT (flags))) 824 ARG_INT (flags)))
817 return; 825 return;
818 826
819 if (!(flags & GT_MINIMAL)) 827 if (!(flags & GT_MINIMAL))
820 { 828 {
821 if (op->arch == crown_arch) 829 if (IS_ARCH (op->arch, crown))
822 { 830 {
823 set_magic (difficulty, op, max_magic, flags); 831 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 833 generate_artifact (op, difficulty);
826 } 834 }
831 839
832 num_enchantments = calc_item_power (op, 1); 840 num_enchantments = calc_item_power (op, 1);
833 841
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 842 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 843 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 844 || 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); 845 generate_artifact (op, difficulty);
839 } 846 }
840 847
841 /* Object was made an artifact. Calculate its item_power rating. 848 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 849 * the item_power in the object is what the artfiact adds.
884 { 891 {
885 if (op->type == POTION) 892 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 893 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 894 if (op->stats.sp && !op->randomitems)
888 { 895 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 896 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 898 op->stats.sp = 0;
894 } 899 }
895 } 900 }
896 else if (!op->title) /* Only modify object if not special */ 901 else if (!op->title) /* Only modify object if not special */
954 SET_FLAG (op, FLAG_CURSED); 959 SET_FLAG (op, FLAG_CURSED);
955 break; 960 break;
956 } 961 }
957 962
958 case AMULET: 963 case AMULET:
959 if (op->arch == amulet_arch) 964 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 965 op->value *= 5; /* Since it's not just decoration */
961 966
962 case RING: 967 case RING:
963 if (op->arch == NULL) 968 if (!op->arch) // wtf? schmorp
964 { 969 {
965 op->destroy (); 970 op->destroy ();
966 op = 0; 971 op = 0;
967 break; 972 break;
968 } 973 }
969 974
970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 975 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 976 break;
972 977
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 979 SET_FLAG (op, FLAG_CURSED);
975 980
1128 * Allocate and return the pointer to an empty artifactlist structure. 1133 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1134 */
1130static artifactlist * 1135static artifactlist *
1131get_empty_artifactlist (void) 1136get_empty_artifactlist (void)
1132{ 1137{
1133 return salloc0 <artifactlist> (); 1138 return salloc0<artifactlist> ();
1134} 1139}
1135 1140
1136/* 1141/*
1137 * Allocate and return the pointer to an empty artifact structure. 1142 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1143 */
1139static artifact * 1144static artifact *
1140get_empty_artifact (void) 1145get_empty_artifact (void)
1141{ 1146{
1142 return salloc0 <artifact> (); 1147 return salloc0<artifact> ();
1143} 1148}
1144 1149
1145/* 1150/*
1146 * Searches the artifact lists and returns one that has the same type 1151 * Searches the artifact lists and returns one that has the same type
1147 * of objects on it. 1152 * of objects on it.
1152 for (artifactlist *al = first_artifactlist; al; al = al->next) 1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1153 if (al->type == type) 1158 if (al->type == type)
1154 return al; 1159 return al;
1155 1160
1156 return 0; 1161 return 0;
1157}
1158
1159/*
1160 * For debugging purposes. Dumps all tables.
1161 */
1162void
1163dump_artifacts (void)
1164{
1165 artifactlist *al;
1166 artifact *art;
1167 linked_char *next;
1168
1169 fprintf (logfile, "\n");
1170 for (al = first_artifactlist; al != NULL; al = al->next)
1171 {
1172 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1173 for (art = al->items; art != NULL; art = art->next)
1174 {
1175 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1176 if (art->allowed != NULL)
1177 {
1178 fprintf (logfile, "\tallowed combinations:");
1179 for (next = art->allowed; next != NULL; next = next->next)
1180 fprintf (logfile, "%s,", &next->name);
1181 fprintf (logfile, "\n");
1182 }
1183 }
1184 }
1185 fprintf (logfile, "\n");
1186}
1187
1188/*
1189 * For debugging purposes. Dumps all treasures recursively (see below).
1190 */
1191void
1192dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1193{
1194 treasurelist *tl;
1195 int i;
1196
1197 if (depth > 100)
1198 return;
1199
1200 while (t)
1201 {
1202 if (t->name)
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 fprintf (logfile, "{ (list: %s)\n", &t->name);
1208
1209 tl = treasurelist::find (t->name);
1210 if (tl)
1211 dump_monster_treasure_rec (name, tl->items, depth + 2);
1212
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1217 }
1218 else
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 if (t->item && t->item->type == FLESH)
1224 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1225 else
1226 fprintf (logfile, "%s\n", &t->item->object::name);
1227 }
1228
1229 if (t->next_yes)
1230 {
1231 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " ");
1233
1234 fprintf (logfile, " (if yes)\n");
1235 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1236 }
1237
1238 if (t->next_no)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if no)\n");
1244 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1245 }
1246
1247 t = t->next;
1248 }
1249}
1250
1251/*
1252 * For debugging purposes. Dumps all treasures for a given monster.
1253 * Created originally by Raphael Quinet for debugging the alchemy code.
1254 */
1255void
1256dump_monster_treasure (const char *name)
1257{
1258 archetype *at;
1259 int found;
1260
1261 found = 0;
1262 fprintf (logfile, "\n");
1263
1264 for_all_archetypes (at)
1265 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1266 {
1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1268 if (at->randomitems != NULL)
1269 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1270 else
1271 fprintf (logfile, "(nothing)\n");
1272
1273 fprintf (logfile, "\n");
1274 found++;
1275 }
1276
1277 if (found == 0)
1278 fprintf (logfile, "No objects have the name %s!\n\n", name);
1279} 1162}
1280 1163
1281/* 1164/*
1282 * Builds up the lists of artifacts from the file in the libdir. 1165 * Builds up the lists of artifacts from the file in the libdir.
1283 */ 1166 */

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