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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.68 by root, Thu Nov 8 19:43:23 2007 UTC vs.
Revision 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 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;
56 55
57/* 56/*
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
434 442
435 if (ob->inv) 443 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 445
438 ob->destroy (); 446 ob->destroy ();
447
439 return tmp; 448 return tmp;
440} 449}
441 450
442/* 451/*
443 * This is a new way of calculating the chance for an item to have 452 * This is a new way of calculating the chance for an item to have
570 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 581
573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
574 magic = (-magic); 583 magic = (-magic);
584
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 586 }
577 else 587 else
578 { 588 {
579 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
582 magic = (-magic); 593 magic = (-magic);
594
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 596 }
585} 597}
586 598
587/* 599/*
816 ARG_INT (flags))) 828 ARG_INT (flags)))
817 return; 829 return;
818 830
819 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
820 { 832 {
821 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
822 { 834 {
823 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
826 } 838 }
831 843
832 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
833 845
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 847 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 848 || 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); 849 generate_artifact (op, difficulty);
839 } 850 }
840 851
841 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
884 { 895 {
885 if (op->type == POTION) 896 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
888 { 899 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 902 op->stats.sp = 0;
894 } 903 }
895 } 904 }
896 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
954 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
955 break; 964 break;
956 } 965 }
957 966
958 case AMULET: 967 case AMULET:
959 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
961 970
962 case RING: 971 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! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
971 break; 973 break;
972 974
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
975 977
995 op->value *= 5; 997 op->value *= 5;
996 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
997 } 999 }
998 } 1000 }
999 1001
1000 if (GET_ANIM_ID (op)) 1002 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1003 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1004
1003 break; 1005 break;
1004 1006
1005 case BOOK: 1007 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1021 op->level = rndm (creator->level); 1023 op->level = rndm (creator->level);
1022 1024
1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1025 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1024 /* books w/ info are worth more! */ 1026 /* books w/ info are worth more! */
1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1027 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 1028
1036 /* add exp so reading it gives xp (once) */ 1029 /* add exp so reading it gives xp (once) */
1037 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1030 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1038 } 1031 }
1032
1033 /* creator related stuff */
1034
1035 /* for library, chained books. Note that some monsters have no_pick
1036 * set - we don't want to set no pick in that case.
1037 */
1038 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1039 SET_FLAG (op, FLAG_NO_PICK);
1040 if (creator->slaying && !op->slaying) /* for check_inv floors */
1041 op->slaying = creator->slaying;
1039 break; 1042 break;
1040 1043
1041 case SPELLBOOK: 1044 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1045 op->value = op->value * op->inv->value;
1043 /* add exp so learning gives xp */ 1046 /* add exp so learning gives xp */
1128 * Allocate and return the pointer to an empty artifactlist structure. 1131 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1132 */
1130static artifactlist * 1133static artifactlist *
1131get_empty_artifactlist (void) 1134get_empty_artifactlist (void)
1132{ 1135{
1133 return salloc0 <artifactlist> (); 1136 return salloc0<artifactlist> ();
1134} 1137}
1135 1138
1136/* 1139/*
1137 * Allocate and return the pointer to an empty artifact structure. 1140 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1141 */
1139static artifact * 1142static artifact *
1140get_empty_artifact (void) 1143get_empty_artifact (void)
1141{ 1144{
1142 return salloc0 <artifact> (); 1145 return salloc0<artifact> ();
1143} 1146}
1144 1147
1145/* 1148/*
1146 * Searches the artifact lists and returns one that has the same type 1149 * Searches the artifact lists and returns one that has the same type
1147 * of objects on it. 1150 * of objects on it.
1152 for (artifactlist *al = first_artifactlist; al; al = al->next) 1155 for (artifactlist *al = first_artifactlist; al; al = al->next)
1153 if (al->type == type) 1156 if (al->type == type)
1154 return al; 1157 return al;
1155 1158
1156 return 0; 1159 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} 1160}
1280 1161
1281/* 1162/*
1282 * Builds up the lists of artifacts from the file in the libdir. 1163 * Builds up the lists of artifacts from the file in the libdir.
1283 */ 1164 */
1468 * to cast. So convert that to into a spell and put it into 1349 * to cast. So convert that to into a spell and put it into
1469 * this object. 1350 * this object.
1470 */ 1351 */
1471 if (op->type == HORN || op->type == POTION) 1352 if (op->type == HORN || op->type == POTION)
1472 { 1353 {
1473 object *tmp_obj;
1474
1475 /* Remove any spells this object currently has in it */ 1354 /* Remove any spells this object currently has in it */
1476 while (op->inv)
1477 op->inv->destroy (); 1355 op->destroy_inv (false);
1478 1356
1479 tmp_obj = arch_to_object (change->other_arch); 1357 object *tmp = arch_to_object (change->other_arch);
1480 insert_ob_in_ob (tmp_obj, op); 1358 insert_ob_in_ob (tmp, op);
1481 } 1359 }
1482 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1483 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1484 } 1362 }
1485 1363
1690#if 1 1568#if 1
1691 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1692#endif 1570#endif
1693 return; 1571 return;
1694 } 1572 }
1695 if (!strcmp (art->item->name, "NONE")) 1573
1574 if (art->item->name == shstr_NONE)
1696 return; 1575 return;
1576
1697 if (FABS (op->magic) < art->item->magic) 1577 if (fabs (op->magic) < art->item->magic)
1698 continue; /* Not magic enough to be this item */ 1578 continue; /* Not magic enough to be this item */
1699 1579
1700 /* Map difficulty not high enough */ 1580 /* Map difficulty not high enough */
1701 if (difficulty < art->difficulty) 1581 if (difficulty < art->difficulty)
1702 continue; 1582 continue;
1753 item->level = donor->level; 1633 item->level = donor->level;
1754 1634
1755 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1756 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1757 item->type = POISON; 1637 item->type = POISON;
1638
1758 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1759 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -1 * item->stats.food;
1641
1760 SET_FLAG (item, FLAG_NO_STEAL); 1642 SET_FLAG (item, FLAG_NO_STEAL);
1761 } 1643 }
1762} 1644}
1763 1645
1764/* special_potion() - so that old potion code is still done right. */ 1646/* special_potion() - so that old potion code is still done right. */
1801free_artifact (artifact *at) 1683free_artifact (artifact *at)
1802{ 1684{
1803 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1804 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1805 1687
1806 at->item->destroy (1); 1688 at->item->destroy ();
1807 1689
1808 sfree (at); 1690 sfree (at);
1809} 1691}
1810 1692
1811void 1693void

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