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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.74 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.88 by root, Fri Nov 6 12:27:05 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
58clear (treasurelist *tl)
59{
60 void free_treasurestruct (treasure *t);
61
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
55 70
56/* 71/*
57 * Searches for the given treasurelist 72 * Searches for the given treasurelist
58 */ 73 */
59treasurelist * 74treasurelist *
89 104
90 tl_map.insert (std::make_pair (tl->name, tl)); 105 tl_map.insert (std::make_pair (tl->name, tl));
91 } 106 }
92 107
93 return tl; 108 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} 109}
108 110
109#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
255 return; 257 return;
256 } 258 }
257 259
258 op->expand_tail (); 260 op->expand_tail ();
259 261
260 if (op->blocked (creator->map, creator->x, creator->y)) 262 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy (); 263 op->destroy ();
262 else 264 else
263 { 265 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 266 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 267 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
269 { 271 {
270 op = creator->insert (op); 272 op = creator->insert (op);
271 273
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
273 monster_check_apply (creator, op); 275 monster_check_apply (creator, op);
274
275 if (flags & GT_UPDATE_INV)
276 if (object *tmp = creator->in_player ())
277 esrv_send_item (tmp, op);
278 } 276 }
279} 277}
280 278
281/* if there are change_xxx commands in the treasure, we include the changes 279/* if there are change_xxx commands in the treasure, we include the changes
282 * in the generated object 280 * in the generated object
446 444
447 if (ob->inv) 445 if (ob->inv)
448 LOG (llevError, "In generate treasure, created multiple objects.\n"); 446 LOG (llevError, "In generate treasure, created multiple objects.\n");
449 447
450 ob->destroy (); 448 ob->destroy ();
449
451 return tmp; 450 return tmp;
452} 451}
453 452
454/* 453/*
455 * This is a new way of calculating the chance for an item to have 454 * This is a new way of calculating the chance for an item to have
582 if (op->type == ARMOUR) 581 if (op->type == ARMOUR)
583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 582 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
584 583
585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 584 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
586 magic = (-magic); 585 magic = (-magic);
586
587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
588 } 588 }
589 else 589 else
590 { 590 {
591 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
593
593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
594 magic = (-magic); 595 magic = (-magic);
596
595 op->weight = (op->weight * (100 - magic * 10)) / 100; 597 op->weight = (op->weight * (100 - magic * 10)) / 100;
596 } 598 }
597} 599}
598 600
599/* 601/*
773 return i; 775 return i;
774 776
775 return 4; 777 return 4;
776} 778}
777 779
780/* special_potion() - so that old potion code is still done right. */
781int
782special_potion (object *op)
783{
784 if (op->attacktype)
785 return 1;
786
787 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
788 return 1;
789
790 for (int i = 0; i < NROFATTACKS; i++)
791 if (op->resist[i])
792 return 1;
793
794 return 0;
795}
796
778#define DICE2 (get_magic(2)==2?2:1) 797#define DICE2 (get_magic(2)==2?2:1)
779#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 798#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
780 799
781/* 800/*
782 * fix_generated_item(): This is called after an item is generated, in 801 * fix_generated_item(): This is called after an item is generated, in
967 case AMULET: 986 case AMULET:
968 if (IS_ARCH (op->arch, amulet)) 987 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 988 op->value *= 5; /* Since it's not just decoration */
970 989
971 case RING: 990 case RING:
972 if (!op->arch) // wtf? schmorp
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */ 991 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
980 break; 992 break;
981 993
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 994 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 995 SET_FLAG (op, FLAG_CURSED);
1004 op->value *= 5; 1016 op->value *= 5;
1005 set_ring_bonus (op, d); 1017 set_ring_bonus (op, d);
1006 } 1018 }
1007 } 1019 }
1008 1020
1009 if (GET_ANIM_ID (op)) 1021 if (op->animation_id)
1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1022 op->set_anim_frame (rndm (op->anim_frames ()));
1011 1023
1012 break; 1024 break;
1013 1025
1014 case BOOK: 1026 case BOOK:
1015 /* Is it an empty book?, if yes lets make a special· 1027 /* Is it an empty book?, if yes lets make a special·
1030 op->level = rndm (creator->level); 1042 op->level = rndm (creator->level);
1031 1043
1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1044 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1033 /* books w/ info are worth more! */ 1045 /* books w/ info are worth more! */
1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1046 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1035 /* creator related stuff */
1036
1037 /* for library, chained books. Note that some monsters have no_pick
1038 * set - we don't want to set no pick in that case.
1039 */
1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1041 SET_FLAG (op, FLAG_NO_PICK);
1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1043 op->slaying = creator->slaying;
1044 1047
1045 /* add exp so reading it gives xp (once) */ 1048 /* add exp so reading it gives xp (once) */
1046 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1049 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1047 } 1050 }
1051
1052 /* creator related stuff */
1053
1054 /* for library, chained books. Note that some monsters have no_pick
1055 * set - we don't want to set no pick in that case.
1056 */
1057 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1058 SET_FLAG (op, FLAG_NO_PICK);
1059 if (creator->slaying && !op->slaying) /* for check_inv floors */
1060 op->slaying = creator->slaying;
1048 break; 1061 break;
1049 1062
1050 case SPELLBOOK: 1063 case SPELLBOOK:
1051 op->value = op->value * op->inv->value; 1064 op->value = op->value * op->inv->value;
1052 /* add exp so learning gives xp */ 1065 /* add exp so learning gives xp */
1355 * to cast. So convert that to into a spell and put it into 1368 * to cast. So convert that to into a spell and put it into
1356 * this object. 1369 * this object.
1357 */ 1370 */
1358 if (op->type == HORN || op->type == POTION) 1371 if (op->type == HORN || op->type == POTION)
1359 { 1372 {
1360 object *tmp_obj;
1361
1362 /* Remove any spells this object currently has in it */ 1373 /* Remove any spells this object currently has in it */
1363 while (op->inv)
1364 op->inv->destroy (); 1374 op->destroy_inv (false);
1365 1375
1366 tmp_obj = arch_to_object (change->other_arch); 1376 object *tmp = arch_to_object (change->other_arch);
1367 insert_ob_in_ob (tmp_obj, op); 1377 insert_ob_in_ob (tmp, op);
1368 } 1378 }
1369 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1370 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1371 } 1381 }
1372 1382
1577#if 1 1587#if 1
1578 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1588 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1579#endif 1589#endif
1580 return; 1590 return;
1581 } 1591 }
1582 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1583 return; 1594 return;
1595
1584 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1585 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1586 1598
1587 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1588 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1589 continue; 1601 continue;
1640 item->level = donor->level; 1652 item->level = donor->level;
1641 1653
1642 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1643 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1644 item->type = POISON; 1656 item->type = POISON;
1657
1645 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1646 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1660
1647 SET_FLAG (item, FLAG_NO_STEAL); 1661 SET_FLAG (item, FLAG_NO_STEAL);
1648 } 1662 }
1649}
1650
1651/* special_potion() - so that old potion code is still done right. */
1652int
1653special_potion (object *op)
1654{
1655 if (op->attacktype)
1656 return 1;
1657
1658 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1659 return 1;
1660
1661 for (int i = 0; i < NROFATTACKS; i++)
1662 if (op->resist[i])
1663 return 1;
1664
1665 return 0;
1666} 1663}
1667 1664
1668void 1665void
1669free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1670{ 1667{
1688free_artifact (artifact *at) 1685free_artifact (artifact *at)
1689{ 1686{
1690 if (at->next) free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1691 if (at->allowed) free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1692 1689
1693 at->item->destroy (1); 1690 at->item->destroy ();
1694 1691
1695 sfree (at); 1692 sfree (at);
1696} 1693}
1697 1694
1698void 1695void

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