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/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.78 by root, Sun Jul 20 16:56:34 2008 UTC vs.
Revision 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 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 55
56/* 56/*
442 442
443 if (ob->inv) 443 if (ob->inv)
444 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
445 445
446 ob->destroy (); 446 ob->destroy ();
447
447 return tmp; 448 return tmp;
448} 449}
449 450
450/* 451/*
451 * 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
966 case AMULET: 967 case AMULET:
967 if (IS_ARCH (op->arch, amulet)) 968 if (IS_ARCH (op->arch, amulet))
968 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
969 970
970 case RING: 971 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! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
979 break; 973 break;
980 974
981 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
982 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
1003 op->value *= 5; 997 op->value *= 5;
1004 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
1005 } 999 }
1006 } 1000 }
1007 1001
1008 if (GET_ANIM_ID (op)) 1002 if (op->animation_id)
1009 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1003 op->set_anim_frame (rndm (op->anim_frames ()));
1010 1004
1011 break; 1005 break;
1012 1006
1013 case BOOK: 1007 case BOOK:
1014 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1029 op->level = rndm (creator->level); 1023 op->level = rndm (creator->level);
1030 1024
1031 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);
1032 /* books w/ info are worth more! */ 1026 /* books w/ info are worth more! */
1033 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));
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 1028
1044 /* add exp so reading it gives xp (once) */ 1029 /* add exp so reading it gives xp (once) */
1045 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;
1046 } 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;
1047 break; 1042 break;
1048 1043
1049 case SPELLBOOK: 1044 case SPELLBOOK:
1050 op->value = op->value * op->inv->value; 1045 op->value = op->value * op->inv->value;
1051 /* add exp so learning gives xp */ 1046 /* add exp so learning gives xp */
1354 * 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
1355 * this object. 1350 * this object.
1356 */ 1351 */
1357 if (op->type == HORN || op->type == POTION) 1352 if (op->type == HORN || op->type == POTION)
1358 { 1353 {
1359 object *tmp_obj;
1360
1361 /* Remove any spells this object currently has in it */ 1354 /* Remove any spells this object currently has in it */
1362 while (op->inv)
1363 op->inv->destroy (); 1355 op->destroy_inv (false);
1364 1356
1365 tmp_obj = arch_to_object (change->other_arch); 1357 object *tmp = arch_to_object (change->other_arch);
1366 insert_ob_in_ob (tmp_obj, op); 1358 insert_ob_in_ob (tmp, op);
1367 } 1359 }
1368 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1369 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1370 } 1362 }
1371 1363
1576#if 1 1568#if 1
1577 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);
1578#endif 1570#endif
1579 return; 1571 return;
1580 } 1572 }
1581 if (!strcmp (art->item->name, "NONE")) 1573
1574 if (art->item->name == shstr_NONE)
1582 return; 1575 return;
1576
1583 if (FABS (op->magic) < art->item->magic) 1577 if (fabs (op->magic) < art->item->magic)
1584 continue; /* Not magic enough to be this item */ 1578 continue; /* Not magic enough to be this item */
1585 1579
1586 /* Map difficulty not high enough */ 1580 /* Map difficulty not high enough */
1587 if (difficulty < art->difficulty) 1581 if (difficulty < art->difficulty)
1588 continue; 1582 continue;
1639 item->level = donor->level; 1633 item->level = donor->level;
1640 1634
1641 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1642 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1643 item->type = POISON; 1637 item->type = POISON;
1638
1644 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1645 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -1 * item->stats.food;
1641
1646 SET_FLAG (item, FLAG_NO_STEAL); 1642 SET_FLAG (item, FLAG_NO_STEAL);
1647 } 1643 }
1648} 1644}
1649 1645
1650/* special_potion() - so that old potion code is still done right. */ 1646/* special_potion() - so that old potion code is still done right. */
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 1693void

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