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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.63 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.79 by root, Tue Jul 29 02:00:55 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * 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>
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
33 32
34//#define TREASURE_VERBOSE 33//#define TREASURE_VERBOSE
35 34
36#include <global.h> 35#include <global.h>
37#include <treasure.h> 36#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h> 37#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
57 54
58/* 55/*
140 137
141 f.next (); 138 f.next ();
142 139
143 for (;;) 140 for (;;)
144 { 141 {
145 coroapi::cede_to_tick_every (10); 142 coroapi::cede_to_tick ();
146 143
147 switch (f.kw) 144 switch (f.kw)
148 { 145 {
149 case KW_arch: 146 case KW_arch:
150 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
151 break; 155 break;
152 156
153 case KW_list: f.get (t->name); break; 157 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 158 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 159 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 173 t->next = read_treasure (f);
170 return t; 174 return t;
171 175
172 default: 176 default:
173 if (!f.parse_error ("treasurelist", t->name)) 177 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 178 goto error;
175 179
176 return t; 180 return t;
177 } 181 }
178 182
179 f.next (); 183 f.next ();
180 } 184 }
185
186 // not reached
187
188error:
189 delete t;
190 return 0;
181} 191}
182 192
183/* 193/*
184 * Each treasure is parsed with the help of load_treasure(). 194 * Each treasure is parsed with the help of load_treasure().
185 */ 195 */
244 return; 254 return;
245 } 255 }
246 256
247 op->expand_tail (); 257 op->expand_tail ();
248 258
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
250 op->destroy (); 260 op->destroy ();
251 else 261 else
252 { 262 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
254 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);
258 { 268 {
259 op = creator->insert (op); 269 op = creator->insert (op);
260 270
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
262 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 } 273 }
268} 274}
269 275
270/* 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
271 * in the generated object 277 * in the generated object
490 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 496 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
491 */ 497 */
492int 498int
493level_for_item (const object *op, int difficulty) 499level_for_item (const object *op, int difficulty)
494{ 500{
495 int olevel = 0;
496
497 if (!op->inv) 501 if (!op->inv)
498 { 502 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 503 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 504 return 0;
501 } 505 }
502 506
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 507 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 508
505 if (olevel <= 0) 509 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 510 olevel = rndm (1, op->inv->level);
507 511
508 if (olevel > MAXLEVEL) 512 return min (olevel, MAXLEVEL);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 513}
513 514
514/* 515/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 516 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 517 * a random magical bonus is returned. This is used when determine
576 if (op->type == ARMOUR) 577 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 578 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 579
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 580 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 581 magic = (-magic);
582
581 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 584 }
583 else 585 else
584 { 586 {
585 if (op->type == ARMOUR) 587 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
589
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 590 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic); 591 magic = (-magic);
592
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 593 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 594 }
591} 595}
592 596
593/* 597/*
822 ARG_INT (flags))) 826 ARG_INT (flags)))
823 return; 827 return;
824 828
825 if (!(flags & GT_MINIMAL)) 829 if (!(flags & GT_MINIMAL))
826 { 830 {
827 if (op->arch == crown_arch) 831 if (IS_ARCH (op->arch, crown))
828 { 832 {
829 set_magic (difficulty, op, max_magic, flags); 833 set_magic (difficulty, op, max_magic, flags);
830 num_enchantments = calc_item_power (op, 1); 834 num_enchantments = calc_item_power (op, 1);
831 generate_artifact (op, difficulty); 835 generate_artifact (op, difficulty);
832 } 836 }
837 841
838 num_enchantments = calc_item_power (op, 1); 842 num_enchantments = calc_item_power (op, 1);
839 843
840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 844 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN 845 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 846 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
843 * used for shop_floors or treasures */
844 generate_artifact (op, difficulty); 847 generate_artifact (op, difficulty);
845 } 848 }
846 849
847 /* Object was made an artifact. Calculate its item_power rating. 850 /* Object was made an artifact. Calculate its item_power rating.
848 * the item_power in the object is what the artfiact adds. 851 * the item_power in the object is what the artfiact adds.
890 { 893 {
891 if (op->type == POTION) 894 if (op->type == POTION)
892 /* Handle healing and magic power potions */ 895 /* Handle healing and magic power potions */
893 if (op->stats.sp && !op->randomitems) 896 if (op->stats.sp && !op->randomitems)
894 { 897 {
895 object *tmp;
896
897 tmp = get_archetype (spell_mapping[op->stats.sp]); 898 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
898 insert_ob_in_ob (tmp, op); 899 insert_ob_in_ob (tmp, op);
899 op->stats.sp = 0; 900 op->stats.sp = 0;
900 } 901 }
901 } 902 }
902 else if (!op->title) /* Only modify object if not special */ 903 else if (!op->title) /* Only modify object if not special */
960 SET_FLAG (op, FLAG_CURSED); 961 SET_FLAG (op, FLAG_CURSED);
961 break; 962 break;
962 } 963 }
963 964
964 case AMULET: 965 case AMULET:
965 if (op->arch == amulet_arch) 966 if (IS_ARCH (op->arch, amulet))
966 op->value *= 5; /* Since it's not just decoration */ 967 op->value *= 5; /* Since it's not just decoration */
967 968
968 case RING: 969 case RING:
969 if (op->arch == NULL) 970 if (!op->arch) // wtf? schmorp
970 { 971 {
971 op->destroy (); 972 op->destroy ();
972 op = 0; 973 op = 0;
973 break; 974 break;
974 } 975 }
975 976
976 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 977 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
977 break; 978 break;
978 979
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 980 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED); 981 SET_FLAG (op, FLAG_CURSED);
981 982
1134 * Allocate and return the pointer to an empty artifactlist structure. 1135 * Allocate and return the pointer to an empty artifactlist structure.
1135 */ 1136 */
1136static artifactlist * 1137static artifactlist *
1137get_empty_artifactlist (void) 1138get_empty_artifactlist (void)
1138{ 1139{
1139 return salloc0 <artifactlist> (); 1140 return salloc0<artifactlist> ();
1140} 1141}
1141 1142
1142/* 1143/*
1143 * Allocate and return the pointer to an empty artifact structure. 1144 * Allocate and return the pointer to an empty artifact structure.
1144 */ 1145 */
1145static artifact * 1146static artifact *
1146get_empty_artifact (void) 1147get_empty_artifact (void)
1147{ 1148{
1148 return salloc0 <artifact> (); 1149 return salloc0<artifact> ();
1149} 1150}
1150 1151
1151/* 1152/*
1152 * Searches the artifact lists and returns one that has the same type 1153 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1154 * of objects on it.
1158 for (artifactlist *al = first_artifactlist; al; al = al->next) 1159 for (artifactlist *al = first_artifactlist; al; al = al->next)
1159 if (al->type == type) 1160 if (al->type == type)
1160 return al; 1161 return al;
1161 1162
1162 return 0; 1163 return 0;
1163}
1164
1165/*
1166 * For debugging purposes. Dumps all tables.
1167 */
1168void
1169dump_artifacts (void)
1170{
1171 artifactlist *al;
1172 artifact *art;
1173 linked_char *next;
1174
1175 fprintf (logfile, "\n");
1176 for (al = first_artifactlist; al != NULL; al = al->next)
1177 {
1178 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1179 for (art = al->items; art != NULL; art = art->next)
1180 {
1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1182 if (art->allowed != NULL)
1183 {
1184 fprintf (logfile, "\tallowed combinations:");
1185 for (next = art->allowed; next != NULL; next = next->next)
1186 fprintf (logfile, "%s,", &next->name);
1187 fprintf (logfile, "\n");
1188 }
1189 }
1190 }
1191 fprintf (logfile, "\n");
1192}
1193
1194/*
1195 * For debugging purposes. Dumps all treasures recursively (see below).
1196 */
1197void
1198dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1199{
1200 treasurelist *tl;
1201 int i;
1202
1203 if (depth > 100)
1204 return;
1205
1206 while (t)
1207 {
1208 if (t->name)
1209 {
1210 for (i = 0; i < depth; i++)
1211 fprintf (logfile, " ");
1212
1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1215 tl = treasurelist::find (t->name);
1216 if (tl)
1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1223 }
1224 else
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 if (t->item && t->item->type == FLESH)
1230 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1231 else
1232 fprintf (logfile, "%s\n", &t->item->object::name);
1233 }
1234
1235 if (t->next_yes)
1236 {
1237 for (i = 0; i < depth; i++)
1238 fprintf (logfile, " ");
1239
1240 fprintf (logfile, " (if yes)\n");
1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1242 }
1243
1244 if (t->next_no)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248
1249 fprintf (logfile, " (if no)\n");
1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1251 }
1252
1253 t = t->next;
1254 }
1255}
1256
1257/*
1258 * For debugging purposes. Dumps all treasures for a given monster.
1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1260 */
1261void
1262dump_monster_treasure (const char *name)
1263{
1264 archetype *at;
1265 int found;
1266
1267 found = 0;
1268 fprintf (logfile, "\n");
1269
1270 for_all_archetypes (at)
1271 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1272 {
1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1274 if (at->randomitems != NULL)
1275 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1276 else
1277 fprintf (logfile, "(nothing)\n");
1278
1279 fprintf (logfile, "\n");
1280 found++;
1281 }
1282
1283 if (found == 0)
1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1285} 1164}
1286 1165
1287/* 1166/*
1288 * Builds up the lists of artifacts from the file in the libdir. 1167 * Builds up the lists of artifacts from the file in the libdir.
1289 */ 1168 */
1303 sprintf (filename, "%s/artifacts", settings.datadir); 1182 sprintf (filename, "%s/artifacts", settings.datadir);
1304 object_thawer f (filename); 1183 object_thawer f (filename);
1305 1184
1306 if (!f) 1185 if (!f)
1307 return; 1186 return;
1308
1309 f.next ();
1310 1187
1311 for (;;) 1188 for (;;)
1312 { 1189 {
1313 switch (f.kw) 1190 switch (f.kw)
1314 { 1191 {

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