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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 1.94 by root, Tue Nov 10 16:29:20 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 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}
55 69
56/* 70/*
57 * Searches for the given treasurelist 71 * Searches for the given treasurelist
58 */ 72 */
59treasurelist * 73treasurelist *
89 103
90 tl_map.insert (std::make_pair (tl->name, tl)); 104 tl_map.insert (std::make_pair (tl->name, tl));
91 } 105 }
92 106
93 return tl; 107 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} 108}
108 109
109#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
255 return; 256 return;
256 } 257 }
257 258
258 op->expand_tail (); 259 op->expand_tail ();
259 260
260 if (op->blocked (creator->map, creator->x, creator->y)) 261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy (); 262 op->destroy ();
262 else 263 else
263 { 264 {
264 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
265 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);
269 { 270 {
270 op = creator->insert (op); 271 op = creator->insert (op);
271 272
272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
273 monster_check_apply (creator, op); 274 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 } 275 }
279} 276}
280 277
281/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
282 * in the generated object 279 * in the generated object
446 443
447 if (ob->inv) 444 if (ob->inv)
448 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
449 446
450 ob->destroy (); 447 ob->destroy ();
448
451 return tmp; 449 return tmp;
452} 450}
453 451
454/* 452/*
455 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
498 * 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)
499 * 497 *
500 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
501 * 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.
502 */ 500 */
503int 501static int
504level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
505{ 503{
506 if (!op->inv) 504 if (!op->inv)
507 { 505 {
508 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);
525 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
526 * 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
527 * weird integer between 1-31. 525 * weird integer between 1-31.
528 * 526 *
529 */ 527 */
530int 528static int
531magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
532{ 530{
533 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
534 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
535 533
582 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
584 582
585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
586 magic = (-magic); 584 magic = (-magic);
585
587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
588 } 587 }
589 else 588 else
590 { 589 {
591 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
594 magic = (-magic); 594 magic = (-magic);
595
595 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
596 } 597 }
597} 598}
598 599
599/* 600/*
622 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
623 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
624 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
625 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
626 */ 627 */
627void 628static void
628set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
629{ 630{
630
631 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
632 632
633 if (op->type == AMULET) 633 if (op->type == AMULET)
634 { 634 {
635 if (!(rndm (21))) 635 if (!(rndm (21)))
758 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
759 * 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
760 * rings and amulets. 760 * rings and amulets.
761 * 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.
762 */ 762 */
763int 763static int
764get_magic (int diff) 764get_magic (int diff)
765{ 765{
766 int i; 766 int i;
767 767
768 if (diff < 3) 768 if (diff < 3)
771 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
772 if (rndm (diff)) 772 if (rndm (diff))
773 return i; 773 return i;
774 774
775 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;
776} 793}
777 794
778#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
779#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))
780 797
887 * again below */ 904 * again below */
888 } 905 }
889 } 906 }
890 907
891 /* materialtype modifications. Note we allow this on artifacts. */ 908 /* materialtype modifications. Note we allow this on artifacts. */
892 set_materialname (op, difficulty, NULL); 909 select_material (op, difficulty);
893 910
894 if (flags & GT_MINIMAL) 911 if (flags & GT_MINIMAL)
895 { 912 {
896 if (op->type == POTION) 913 if (op->type == POTION)
897 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
967 case AMULET: 984 case AMULET:
968 if (IS_ARCH (op->arch, amulet)) 985 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 986 op->value *= 5; /* Since it's not just decoration */
970 987
971 case RING: 988 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! */ 989 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
980 break; 990 break;
981 991
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 993 SET_FLAG (op, FLAG_CURSED);
1004 op->value *= 5; 1014 op->value *= 5;
1005 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1006 } 1016 }
1007 } 1017 }
1008 1018
1009 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
1011 1021
1012 break; 1022 break;
1013 1023
1014 case BOOK: 1024 case BOOK:
1015 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1030 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1031 1041
1032 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);
1033 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1034 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));
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 1045
1045 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1046 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;
1047 } 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;
1048 break; 1059 break;
1049 1060
1050 case SPELLBOOK: 1061 case SPELLBOOK:
1051 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1052 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1086 * 10 time multiplier). This way, the value are a bit more reasonable. 1097 * 10 time multiplier). This way, the value are a bit more reasonable.
1087 */ 1098 */
1088 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1089 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1090 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1091 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1092 else 1103 else
1093 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1094 1105
1095 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1096 break; 1107 break;
1097 1108
1098 case SCROLL: 1109 case SCROLL:
1355 * to cast. So convert that to into a spell and put it into 1366 * to cast. So convert that to into a spell and put it into
1356 * this object. 1367 * this object.
1357 */ 1368 */
1358 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1359 { 1370 {
1360 object *tmp_obj;
1361
1362 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1363 while (op->inv)
1364 op->inv->destroy (); 1372 op->destroy_inv (false);
1365 1373
1366 tmp_obj = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1367 insert_ob_in_ob (tmp_obj, op); 1375 insert_ob_in_ob (tmp, op);
1368 } 1376 }
1369 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1370 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1371 } 1379 }
1372 1380
1457 op->value *= change->value; 1465 op->value *= change->value;
1458 1466
1459 if (change->materials) 1467 if (change->materials)
1460 op->materials = change->materials; 1468 op->materials = change->materials;
1461 1469
1462 if (change->materialname) 1470 if (change->material != MATERIAL_NULL)
1463 op->materialname = change->materialname; 1471 op->material = change->material;
1464 1472
1465 if (change->slaying) 1473 if (change->slaying)
1466 op->slaying = change->slaying; 1474 op->slaying = change->slaying;
1467 1475
1468 if (change->race) 1476 if (change->race)
1577#if 1 1585#if 1
1578 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);
1579#endif 1587#endif
1580 return; 1588 return;
1581 } 1589 }
1582 if (!strcmp (art->item->name, "NONE")) 1590
1591 if (art->item->name == shstr_NONE)
1583 return; 1592 return;
1593
1584 if (FABS (op->magic) < art->item->magic) 1594 if (fabs (op->magic) < art->item->magic)
1585 continue; /* Not magic enough to be this item */ 1595 continue; /* Not magic enough to be this item */
1586 1596
1587 /* Map difficulty not high enough */ 1597 /* Map difficulty not high enough */
1588 if (difficulty < art->difficulty) 1598 if (difficulty < art->difficulty)
1589 continue; 1599 continue;
1640 item->level = donor->level; 1650 item->level = donor->level;
1641 1651
1642 /* if donor has some attacktypes, the flesh is poisonous */ 1652 /* if donor has some attacktypes, the flesh is poisonous */
1643 if (donor->attacktype & AT_POISON) 1653 if (donor->attacktype & AT_POISON)
1644 item->type = POISON; 1654 item->type = POISON;
1655
1645 if (donor->attacktype & AT_ACID) 1656 if (donor->attacktype & AT_ACID)
1646 item->stats.hp = -1 * item->stats.food; 1657 item->stats.hp = -1 * item->stats.food;
1658
1647 SET_FLAG (item, FLAG_NO_STEAL); 1659 SET_FLAG (item, FLAG_NO_STEAL);
1648 } 1660 }
1649} 1661}
1650 1662
1651/* special_potion() - so that old potion code is still done right. */ 1663static void
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}
1667
1668void
1669free_treasurestruct (treasure *t) 1664free_treasurestruct (treasure *t)
1670{ 1665{
1671 if (t->next) free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1672 if (t->next_yes) free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1673 if (t->next_no) free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1674 1669
1675 delete t; 1670 delete t;
1676} 1671}
1677 1672
1678void 1673static void
1679free_charlinks (linked_char *lc) 1674free_charlinks (linked_char *lc)
1680{ 1675{
1681 if (lc->next) 1676 if (lc->next)
1682 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1683 1678
1684 delete lc; 1679 delete lc;
1685} 1680}
1686 1681
1687void 1682static void
1688free_artifact (artifact *at) 1683free_artifact (artifact *at)
1689{ 1684{
1690 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1691 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1692 1687
1693 at->item->destroy (1); 1688 at->item->destroy ();
1694 1689
1695 sfree (at); 1690 sfree (at);
1696} 1691}
1697 1692
1698void
1699free_artifactlist (artifactlist *al)
1700{
1701 artifactlist *nextal;
1702
1703 for (al = first_artifactlist; al; al = nextal)
1704 {
1705 nextal = al->next;
1706
1707 if (al->items)
1708 free_artifact (al->items);
1709
1710 sfree (al);
1711 }
1712}
1713
1714void
1715free_all_treasures (void)
1716{
1717 treasurelist *tl, *next;
1718
1719 for (tl = first_treasurelist; tl; tl = next)
1720 {
1721 clear (tl);
1722
1723 next = tl->next;
1724 delete tl;
1725 }
1726
1727 free_artifactlist (first_artifactlist);
1728}

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