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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.80 by root, Mon Sep 29 09:04:51 2008 UTC vs.
Revision 1.90 by root, Fri Nov 6 13:31:47 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.
50 slice_allocator< std::pair<const char *const, treasurelist *> > 51 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t; 52> tl_map_t;
52 53
53static tl_map_t tl_map; 54static tl_map_t tl_map;
54 55
56//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
69
55/* 70/*
56 * Searches for the given treasurelist 71 * Searches for the given treasurelist
57 */ 72 */
58treasurelist * 73treasurelist *
59treasurelist::find (const char *name) 74treasurelist::find (const char *name)
88 103
89 tl_map.insert (std::make_pair (tl->name, tl)); 104 tl_map.insert (std::make_pair (tl->name, tl));
90 } 105 }
91 106
92 return tl; 107 return tl;
93}
94
95//TODO: class method
96void
97clear (treasurelist *tl)
98{
99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
104
105 tl->total_chance = 0;
106} 108}
107 109
108#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
248 * by another object. 250 * by another object.
249 */ 251 */
250 //TODO: flag such as objects... as such (no drop, anybody?) 252 //TODO: flag such as objects... as such (no drop, anybody?)
251 if (op->type == SPELL) 253 if (op->type == SPELL)
252 { 254 {
253 op->destroy (true); 255 op->destroy ();
254 return; 256 return;
255 } 257 }
256 258
257 op->expand_tail (); 259 op->expand_tail ();
258 260
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y)) 261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 op->destroy (true); 262 op->destroy ();
261 else 263 else
262 { 264 {
263 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 } 267 }
440 tmp->remove (); 442 tmp->remove ();
441 443
442 if (ob->inv) 444 if (ob->inv)
443 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
444 446
445 ob->destroy (true); 447 ob->destroy ();
446 448
447 return tmp; 449 return tmp;
448} 450}
449 451
450/* 452/*
494 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
495 * 497 *
496 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
498 */ 500 */
499int 501static int
500level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
501{ 503{
502 if (!op->inv) 504 if (!op->inv)
503 { 505 {
504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
521 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
522 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
523 * weird integer between 1-31. 525 * weird integer between 1-31.
524 * 526 *
525 */ 527 */
526int 528static int
527magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
528{ 530{
529 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
531 533
621 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
622 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
623 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
624 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
625 */ 627 */
626void 628static void
627set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
628{ 630{
629
630 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
631 632
632 if (op->type == AMULET) 633 if (op->type == AMULET)
633 { 634 {
634 if (!(rndm (21))) 635 if (!(rndm (21)))
757 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
758 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
759 * rings and amulets. 760 * rings and amulets.
760 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
761 */ 762 */
762int 763static int
763get_magic (int diff) 764get_magic (int diff)
764{ 765{
765 int i; 766 int i;
766 767
767 if (diff < 3) 768 if (diff < 3)
770 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
771 if (rndm (diff)) 772 if (rndm (diff))
772 return i; 773 return i;
773 774
774 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
775} 793}
776 794
777#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
778#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
779 797
996 op->value *= 5; 1014 op->value *= 5;
997 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
998 } 1016 }
999 } 1017 }
1000 1018
1001 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
1002 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
1003 1021
1004 break; 1022 break;
1005 1023
1006 case BOOK: 1024 case BOOK:
1007 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1022 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1023 1041
1024 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1042 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1025 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1026 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1044 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1027 /* creator related stuff */
1028
1029 /* for library, chained books. Note that some monsters have no_pick
1030 * set - we don't want to set no pick in that case.
1031 */
1032 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1033 SET_FLAG (op, FLAG_NO_PICK);
1034 if (creator->slaying && !op->slaying) /* for check_inv floors */
1035 op->slaying = creator->slaying;
1036 1045
1037 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1038 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1039 } 1048 }
1049
1050 /* creator related stuff */
1051
1052 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case.
1054 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying;
1040 break; 1059 break;
1041 1060
1042 case SPELLBOOK: 1061 case SPELLBOOK:
1043 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1044 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1348 * this object. 1367 * this object.
1349 */ 1368 */
1350 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1351 { 1370 {
1352 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1353 op->destroy_inv (); 1372 op->destroy_inv (false);
1354 1373
1355 object *tmp = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1356 insert_ob_in_ob (tmp, op); 1375 insert_ob_in_ob (tmp, op);
1357 } 1376 }
1358 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1566#if 1 1585#if 1
1567 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1586 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1568#endif 1587#endif
1569 return; 1588 return;
1570 } 1589 }
1571 if (!strcmp (art->item->name, "NONE")) 1590
1591 if (art->item->name == shstr_NONE)
1572 return; 1592 return;
1593
1573 if (FABS (op->magic) < art->item->magic) 1594 if (fabs (op->magic) < art->item->magic)
1574 continue; /* Not magic enough to be this item */ 1595 continue; /* Not magic enough to be this item */
1575 1596
1576 /* Map difficulty not high enough */ 1597 /* Map difficulty not high enough */
1577 if (difficulty < art->difficulty) 1598 if (difficulty < art->difficulty)
1578 continue; 1599 continue;
1629 item->level = donor->level; 1650 item->level = donor->level;
1630 1651
1631 /* if donor has some attacktypes, the flesh is poisonous */ 1652 /* if donor has some attacktypes, the flesh is poisonous */
1632 if (donor->attacktype & AT_POISON) 1653 if (donor->attacktype & AT_POISON)
1633 item->type = POISON; 1654 item->type = POISON;
1655
1634 if (donor->attacktype & AT_ACID) 1656 if (donor->attacktype & AT_ACID)
1635 item->stats.hp = -1 * item->stats.food; 1657 item->stats.hp = -1 * item->stats.food;
1658
1636 SET_FLAG (item, FLAG_NO_STEAL); 1659 SET_FLAG (item, FLAG_NO_STEAL);
1637 } 1660 }
1638} 1661}
1639 1662
1640/* special_potion() - so that old potion code is still done right. */ 1663static void
1641int
1642special_potion (object *op)
1643{
1644 if (op->attacktype)
1645 return 1;
1646
1647 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1648 return 1;
1649
1650 for (int i = 0; i < NROFATTACKS; i++)
1651 if (op->resist[i])
1652 return 1;
1653
1654 return 0;
1655}
1656
1657void
1658free_treasurestruct (treasure *t) 1664free_treasurestruct (treasure *t)
1659{ 1665{
1660 if (t->next) free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1661 if (t->next_yes) free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1662 if (t->next_no) free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1663 1669
1664 delete t; 1670 delete t;
1665} 1671}
1666 1672
1667void 1673static void
1668free_charlinks (linked_char *lc) 1674free_charlinks (linked_char *lc)
1669{ 1675{
1670 if (lc->next) 1676 if (lc->next)
1671 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1672 1678
1673 delete lc; 1679 delete lc;
1674} 1680}
1675 1681
1676void 1682static void
1677free_artifact (artifact *at) 1683free_artifact (artifact *at)
1678{ 1684{
1679 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1680 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1681 1687
1682 at->item->destroy (true); 1688 at->item->destroy ();
1683 1689
1684 sfree (at); 1690 sfree (at);
1685} 1691}
1686 1692
1687void 1693static void
1688free_artifactlist (artifactlist *al) 1694free_artifactlist (artifactlist *al)
1689{ 1695{
1690 artifactlist *nextal; 1696 artifactlist *nextal;
1691 1697
1692 for (al = first_artifactlist; al; al = nextal) 1698 for (al = first_artifactlist; al; al = nextal)
1698 1704
1699 sfree (al); 1705 sfree (al);
1700 } 1706 }
1701} 1707}
1702 1708
1703void
1704free_all_treasures (void)
1705{
1706 treasurelist *tl, *next;
1707
1708 for (tl = first_treasurelist; tl; tl = next)
1709 {
1710 clear (tl);
1711
1712 next = tl->next;
1713 delete tl;
1714 }
1715
1716 free_artifactlist (first_artifactlist);
1717}

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