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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.78 by root, Sun Jul 20 16:56:34 2008 UTC vs.
Revision 1.95 by root, Mon Nov 16 22:31:13 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 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.
45typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
46 const char *, 47 const char *,
47 treasurelist *, 48 treasurelist *,
48 str_hash, 49 str_hash,
49 str_equal, 50 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
51 true
52> tl_map_t; 52> tl_map_t;
53 53
54static tl_map_t tl_map; 54static tl_map_t tl_map;
55
56//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
55 69
56/* 70/*
57 * Searches for the given treasurelist 71 * Searches for the given treasurelist
58 */ 72 */
59treasurelist * 73treasurelist *
89 103
90 tl_map.insert (std::make_pair (tl->name, tl)); 104 tl_map.insert (std::make_pair (tl->name, tl));
91 } 105 }
92 106
93 return tl; 107 return tl;
94}
95
96//TODO: class method
97void
98clear (treasurelist *tl)
99{
100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
105
106 tl->total_chance = 0;
107} 108}
108 109
109#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
442 443
443 if (ob->inv) 444 if (ob->inv)
444 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
445 446
446 ob->destroy (); 447 ob->destroy ();
448
447 return tmp; 449 return tmp;
448} 450}
449 451
450/* 452/*
451 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
494 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
495 * 497 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
498 */ 500 */
499int 501static int
500level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
501{ 503{
502 if (!op->inv) 504 if (!op->inv)
503 { 505 {
504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
521 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
523 * weird integer between 1-31. 525 * weird integer between 1-31.
524 * 526 *
525 */ 527 */
526int 528static int
527magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
528{ 530{
529 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
531 533
621 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
622 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
623 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
624 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
625 */ 627 */
626void 628static void
627set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
628{ 630{
629
630 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
631 632
632 if (op->type == AMULET) 633 if (op->type == AMULET)
633 { 634 {
634 if (!(rndm (21))) 635 if (!(rndm (21)))
757 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
758 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
759 * rings and amulets. 760 * rings and amulets.
760 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
761 */ 762 */
762int 763static int
763get_magic (int diff) 764get_magic (int diff)
764{ 765{
765 int i; 766 int i;
766 767
767 if (diff < 3) 768 if (diff < 3)
770 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
771 if (rndm (diff)) 772 if (rndm (diff))
772 return i; 773 return i;
773 774
774 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
775} 793}
776 794
777#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
778#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
779 797
886 * again below */ 904 * again below */
887 } 905 }
888 } 906 }
889 907
890 /* materialtype modifications. Note we allow this on artifacts. */ 908 /* materialtype modifications. Note we allow this on artifacts. */
891 set_materialname (op, difficulty, NULL); 909 select_material (op, difficulty);
892 910
893 if (flags & GT_MINIMAL) 911 if (flags & GT_MINIMAL)
894 { 912 {
895 if (op->type == POTION) 913 if (op->type == POTION)
896 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
966 case AMULET: 984 case AMULET:
967 if (IS_ARCH (op->arch, amulet)) 985 if (IS_ARCH (op->arch, amulet))
968 op->value *= 5; /* Since it's not just decoration */ 986 op->value *= 5; /* Since it's not just decoration */
969 987
970 case RING: 988 case RING:
971 if (!op->arch) // wtf? schmorp
972 {
973 op->destroy ();
974 op = 0;
975 break;
976 }
977
978 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 989 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
979 break; 990 break;
980 991
981 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
982 SET_FLAG (op, FLAG_CURSED); 993 SET_FLAG (op, FLAG_CURSED);
1003 op->value *= 5; 1014 op->value *= 5;
1004 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1005 } 1016 }
1006 } 1017 }
1007 1018
1008 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
1009 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
1010 1021
1011 break; 1022 break;
1012 1023
1013 case BOOK: 1024 case BOOK:
1014 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1029 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1030 1041
1031 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1042 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1032 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1033 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1044 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1034 /* creator related stuff */
1035
1036 /* for library, chained books. Note that some monsters have no_pick
1037 * set - we don't want to set no pick in that case.
1038 */
1039 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1040 SET_FLAG (op, FLAG_NO_PICK);
1041 if (creator->slaying && !op->slaying) /* for check_inv floors */
1042 op->slaying = creator->slaying;
1043 1045
1044 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1046 } 1048 }
1049
1050 /* creator related stuff */
1051
1052 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case.
1054 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying;
1047 break; 1059 break;
1048 1060
1049 case SPELLBOOK: 1061 case SPELLBOOK:
1050 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1051 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1085 * 10 time multiplier). This way, the value are a bit more reasonable. 1097 * 10 time multiplier). This way, the value are a bit more reasonable.
1086 */ 1098 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1090 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1091 else 1103 else
1092 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1093 1105
1094 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1095 break; 1107 break;
1096 1108
1097 case SCROLL: 1109 case SCROLL:
1196 1208
1197 { 1209 {
1198 if (!strcmp (f.get_str (), "all")) 1210 if (!strcmp (f.get_str (), "all"))
1199 break; 1211 break;
1200 1212
1201 char *next, *cp = f.get_str (); 1213 const char *cp = f.get_str ();
1202 1214 char *next;
1203 do 1215 do
1204 { 1216 {
1205 if ((next = strchr (cp, ','))) 1217 if ((next = strchr (cp, ',')))
1206 *next++ = '\0'; 1218 *next++ = '\0';
1207 1219
1354 * to cast. So convert that to into a spell and put it into 1366 * to cast. So convert that to into a spell and put it into
1355 * this object. 1367 * this object.
1356 */ 1368 */
1357 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1358 { 1370 {
1359 object *tmp_obj;
1360
1361 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1362 while (op->inv)
1363 op->inv->destroy (); 1372 op->destroy_inv (false);
1364 1373
1365 tmp_obj = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1366 insert_ob_in_ob (tmp_obj, op); 1375 insert_ob_in_ob (tmp, op);
1367 } 1376 }
1368 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1369 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1370 } 1379 }
1371 1380
1456 op->value *= change->value; 1465 op->value *= change->value;
1457 1466
1458 if (change->materials) 1467 if (change->materials)
1459 op->materials = change->materials; 1468 op->materials = change->materials;
1460 1469
1461 if (change->materialname) 1470 if (change->material != MATERIAL_NULL)
1462 op->materialname = change->materialname; 1471 op->material = change->material;
1463 1472
1464 if (change->slaying) 1473 if (change->slaying)
1465 op->slaying = change->slaying; 1474 op->slaying = change->slaying;
1466 1475
1467 if (change->race) 1476 if (change->race)
1576#if 1 1585#if 1
1577 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1586 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1578#endif 1587#endif
1579 return; 1588 return;
1580 } 1589 }
1581 if (!strcmp (art->item->name, "NONE")) 1590
1591 if (art->item->name == shstr_NONE)
1582 return; 1592 return;
1593
1583 if (FABS (op->magic) < art->item->magic) 1594 if (fabs (op->magic) < art->item->magic)
1584 continue; /* Not magic enough to be this item */ 1595 continue; /* Not magic enough to be this item */
1585 1596
1586 /* Map difficulty not high enough */ 1597 /* Map difficulty not high enough */
1587 if (difficulty < art->difficulty) 1598 if (difficulty < art->difficulty)
1588 continue; 1599 continue;
1639 item->level = donor->level; 1650 item->level = donor->level;
1640 1651
1641 /* if donor has some attacktypes, the flesh is poisonous */ 1652 /* if donor has some attacktypes, the flesh is poisonous */
1642 if (donor->attacktype & AT_POISON) 1653 if (donor->attacktype & AT_POISON)
1643 item->type = POISON; 1654 item->type = POISON;
1655
1644 if (donor->attacktype & AT_ACID) 1656 if (donor->attacktype & AT_ACID)
1645 item->stats.hp = -1 * item->stats.food; 1657 item->stats.hp = -1 * item->stats.food;
1658
1646 SET_FLAG (item, FLAG_NO_STEAL); 1659 SET_FLAG (item, FLAG_NO_STEAL);
1647 } 1660 }
1648} 1661}
1649 1662
1650/* special_potion() - so that old potion code is still done right. */ 1663static void
1651int
1652special_potion (object *op)
1653{
1654 if (op->attacktype)
1655 return 1;
1656
1657 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1658 return 1;
1659
1660 for (int i = 0; i < NROFATTACKS; i++)
1661 if (op->resist[i])
1662 return 1;
1663
1664 return 0;
1665}
1666
1667void
1668free_treasurestruct (treasure *t) 1664free_treasurestruct (treasure *t)
1669{ 1665{
1670 if (t->next) free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1671 if (t->next_yes) free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1672 if (t->next_no) free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1673 1669
1674 delete t; 1670 delete t;
1675} 1671}
1676 1672
1677void 1673static void
1678free_charlinks (linked_char *lc) 1674free_charlinks (linked_char *lc)
1679{ 1675{
1680 if (lc->next) 1676 if (lc->next)
1681 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1682 1678
1683 delete lc; 1679 delete lc;
1684} 1680}
1685 1681
1686void 1682static void
1687free_artifact (artifact *at) 1683free_artifact (artifact *at)
1688{ 1684{
1689 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1690 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1691 1687
1692 at->item->destroy (1); 1688 at->item->destroy ();
1693 1689
1694 sfree (at); 1690 sfree (at);
1695} 1691}
1696 1692
1697void
1698free_artifactlist (artifactlist *al)
1699{
1700 artifactlist *nextal;
1701
1702 for (al = first_artifactlist; al; al = nextal)
1703 {
1704 nextal = al->next;
1705
1706 if (al->items)
1707 free_artifact (al->items);
1708
1709 sfree (al);
1710 }
1711}
1712
1713void
1714free_all_treasures (void)
1715{
1716 treasurelist *tl, *next;
1717
1718 for (tl = first_treasurelist; tl; tl = next)
1719 {
1720 clear (tl);
1721
1722 next = tl->next;
1723 delete tl;
1724 }
1725
1726 free_artifactlist (first_artifactlist);
1727}

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