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(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.67 by root, Tue Oct 16 00:30:24 2007 UTC vs.
Revision 1.84 by root, Thu Jan 1 11:41:17 2009 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 (op->blocked (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
570 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 580
573 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 */
574 magic = (-magic); 582 magic = (-magic);
583
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 585 }
577 else 586 else
578 { 587 {
579 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
581 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 */
582 magic = (-magic); 592 magic = (-magic);
593
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 595 }
585} 596}
586 597
587/* 598/*
816 ARG_INT (flags))) 827 ARG_INT (flags)))
817 return; 828 return;
818 829
819 if (!(flags & GT_MINIMAL)) 830 if (!(flags & GT_MINIMAL))
820 { 831 {
821 if (op->arch == crown_arch) 832 if (IS_ARCH (op->arch, crown))
822 { 833 {
823 set_magic (difficulty, op, max_magic, flags); 834 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 835 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 836 generate_artifact (op, difficulty);
826 } 837 }
831 842
832 num_enchantments = calc_item_power (op, 1); 843 num_enchantments = calc_item_power (op, 1);
833 844
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 845 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 846 || op->type == HORN
836 || 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 */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 848 generate_artifact (op, difficulty);
839 } 849 }
840 850
841 /* Object was made an artifact. Calculate its item_power rating. 851 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 852 * the item_power in the object is what the artfiact adds.
884 { 894 {
885 if (op->type == POTION) 895 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 896 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 897 if (op->stats.sp && !op->randomitems)
888 { 898 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 899 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 900 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 901 op->stats.sp = 0;
894 } 902 }
895 } 903 }
896 else if (!op->title) /* Only modify object if not special */ 904 else if (!op->title) /* Only modify object if not special */
954 SET_FLAG (op, FLAG_CURSED); 962 SET_FLAG (op, FLAG_CURSED);
955 break; 963 break;
956 } 964 }
957 965
958 case AMULET: 966 case AMULET:
959 if (op->arch == amulet_arch) 967 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 968 op->value *= 5; /* Since it's not just decoration */
961 969
962 case RING: 970 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! */ 971 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 972 break;
972 973
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 975 SET_FLAG (op, FLAG_CURSED);
975 976
1128 * Allocate and return the pointer to an empty artifactlist structure. 1129 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1130 */
1130static artifactlist * 1131static artifactlist *
1131get_empty_artifactlist (void) 1132get_empty_artifactlist (void)
1132{ 1133{
1133 return salloc0 <artifactlist> (); 1134 return salloc0<artifactlist> ();
1134} 1135}
1135 1136
1136/* 1137/*
1137 * Allocate and return the pointer to an empty artifact structure. 1138 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1139 */
1139static artifact * 1140static artifact *
1140get_empty_artifact (void) 1141get_empty_artifact (void)
1141{ 1142{
1142 return salloc0 <artifact> (); 1143 return salloc0<artifact> ();
1143} 1144}
1144 1145
1145/* 1146/*
1146 * 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
1147 * of objects on it. 1148 * of objects on it.
1152 for (artifactlist *al = first_artifactlist; al; al = al->next) 1153 for (artifactlist *al = first_artifactlist; al; al = al->next)
1153 if (al->type == type) 1154 if (al->type == type)
1154 return al; 1155 return al;
1155 1156
1156 return 0; 1157 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} 1158}
1280 1159
1281/* 1160/*
1282 * 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.
1283 */ 1162 */
1468 * 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
1469 * this object. 1348 * this object.
1470 */ 1349 */
1471 if (op->type == HORN || op->type == POTION) 1350 if (op->type == HORN || op->type == POTION)
1472 { 1351 {
1473 object *tmp_obj;
1474
1475 /* Remove any spells this object currently has in it */ 1352 /* Remove any spells this object currently has in it */
1476 while (op->inv)
1477 op->inv->destroy (); 1353 op->destroy_inv (false);
1478 1354
1479 tmp_obj = arch_to_object (change->other_arch); 1355 object *tmp = arch_to_object (change->other_arch);
1480 insert_ob_in_ob (tmp_obj, op); 1356 insert_ob_in_ob (tmp, op);
1481 } 1357 }
1482 /* No harm setting this for potions/horns */ 1358 /* No harm setting this for potions/horns */
1483 op->other_arch = change->other_arch; 1359 op->other_arch = change->other_arch;
1484 } 1360 }
1485 1361
1690#if 1 1566#if 1
1691 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1567 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1692#endif 1568#endif
1693 return; 1569 return;
1694 } 1570 }
1695 if (!strcmp (art->item->name, "NONE")) 1571
1572 if (art->item->name == shstr_NONE)
1696 return; 1573 return;
1574
1697 if (FABS (op->magic) < art->item->magic) 1575 if (fabs (op->magic) < art->item->magic)
1698 continue; /* Not magic enough to be this item */ 1576 continue; /* Not magic enough to be this item */
1699 1577
1700 /* Map difficulty not high enough */ 1578 /* Map difficulty not high enough */
1701 if (difficulty < art->difficulty) 1579 if (difficulty < art->difficulty)
1702 continue; 1580 continue;
1753 item->level = donor->level; 1631 item->level = donor->level;
1754 1632
1755 /* if donor has some attacktypes, the flesh is poisonous */ 1633 /* if donor has some attacktypes, the flesh is poisonous */
1756 if (donor->attacktype & AT_POISON) 1634 if (donor->attacktype & AT_POISON)
1757 item->type = POISON; 1635 item->type = POISON;
1636
1758 if (donor->attacktype & AT_ACID) 1637 if (donor->attacktype & AT_ACID)
1759 item->stats.hp = -1 * item->stats.food; 1638 item->stats.hp = -1 * item->stats.food;
1639
1760 SET_FLAG (item, FLAG_NO_STEAL); 1640 SET_FLAG (item, FLAG_NO_STEAL);
1761 } 1641 }
1762} 1642}
1763 1643
1764/* special_potion() - so that old potion code is still done right. */ 1644/* special_potion() - so that old potion code is still done right. */
1801free_artifact (artifact *at) 1681free_artifact (artifact *at)
1802{ 1682{
1803 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1804 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1805 1685
1806 at->item->destroy (1); 1686 at->item->destroy ();
1807 1687
1808 sfree (at); 1688 sfree (at);
1809} 1689}
1810 1690
1811void 1691void

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