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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.85 by root, Tue May 5 04:51:56 2009 UTC vs.
Revision 1.97 by root, Sun Nov 29 10:55:18 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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
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
816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
817 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
818 op->randomitems = 0; 836 op->randomitems = 0;
819 } 837 }
820 838
821 if (difficulty < 1) 839 max_it (difficulty, 1);
822 difficulty = 1;
823 840
824 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
825 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
826 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
827 ARG_INT (flags))) 844 ARG_INT (flags)))
886 * again below */ 903 * again below */
887 } 904 }
888 } 905 }
889 906
890 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
891 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
892 909
893 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
894 { 911 {
895 if (op->type == POTION) 912 if (op->type == POTION)
896 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
927 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
928 945
929 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
930 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
931 { 948 {
932 object *tmp;
933
934 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
935 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
936 op->stats.sp = 0; 951 op->stats.sp = 0;
937 } 952 }
938 953
939 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
947 * since the value set on those is already correct. 962 * since the value set on those is already correct.
948 */ 963 */
949 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
950 { 965 {
951 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
952 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
953 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
954 } 969 }
955 else 970 else
956 { 971 {
957 op->name = "potion"; 972 op->name = "potion";
958 op->name_pl = "potions"; 973 op->name_pl = "potions";
959 } 974 }
960 975
961 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
962 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
963 break; 979 break;
964 } 980 }
965 981
966 case AMULET: 982 case AMULET:
967 if (IS_ARCH (op->arch, amulet)) 983 if (IS_ARCH (op->arch, amulet))
1022 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1023 1039
1024 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1025 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1026 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 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 1043
1037 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1038 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1039 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1054 SET_FLAG (op, FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1040 break; 1057 break;
1041 1058
1042 case SPELLBOOK: 1059 case SPELLBOOK:
1043 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1044 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1078 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1079 */ 1096 */
1080 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1081 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1082 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1083 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1084 else 1101 else
1085 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1086 1103
1087 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1088 break; 1105 break;
1089 1106
1090 case SCROLL: 1107 case SCROLL:
1127 1144
1128/* 1145/*
1129 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1130 */ 1147 */
1131static artifactlist * 1148static artifactlist *
1132get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1133{ 1150{
1134 return salloc0<artifactlist> (); 1151 return salloc0<artifactlist> ();
1135} 1152}
1136 1153
1137/* 1154/*
1138 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1139 */ 1156 */
1140static artifact * 1157static artifact *
1141get_empty_artifact (void) 1158get_empty_artifact ()
1142{ 1159{
1143 return salloc0<artifact> (); 1160 return salloc0<artifact> ();
1144} 1161}
1145 1162
1146/* 1163/*
1159 1176
1160/* 1177/*
1161 * Builds up the lists of artifacts from the file in the libdir. 1178 * Builds up the lists of artifacts from the file in the libdir.
1162 */ 1179 */
1163void 1180void
1164init_artifacts (void) 1181init_artifacts ()
1165{ 1182{
1166 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1167 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1168 artifact *art = NULL; 1185 artifact *art = NULL;
1169 artifactlist *al; 1186 artifactlist *al;
1189 1206
1190 { 1207 {
1191 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1192 break; 1209 break;
1193 1210
1194 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1195 1212 char *next;
1196 do 1213 do
1197 { 1214 {
1198 if ((next = strchr (cp, ','))) 1215 if ((next = strchr (cp, ',')))
1199 *next++ = '\0'; 1216 *next++ = '\0';
1200 1217
1446 op->value *= change->value; 1463 op->value *= change->value;
1447 1464
1448 if (change->materials) 1465 if (change->materials)
1449 op->materials = change->materials; 1466 op->materials = change->materials;
1450 1467
1451 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1452 op->materialname = change->materialname; 1469 op->material = change->material;
1453 1470
1454 if (change->slaying) 1471 if (change->slaying)
1455 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1456 1473
1457 if (change->race) 1474 if (change->race)
1639 1656
1640 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1641 } 1658 }
1642} 1659}
1643 1660
1644/* special_potion() - so that old potion code is still done right. */ 1661static void
1645int
1646special_potion (object *op)
1647{
1648 if (op->attacktype)
1649 return 1;
1650
1651 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1652 return 1;
1653
1654 for (int i = 0; i < NROFATTACKS; i++)
1655 if (op->resist[i])
1656 return 1;
1657
1658 return 0;
1659}
1660
1661void
1662free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1663{ 1663{
1664 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1665 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1666 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1667 1667
1668 delete t; 1668 delete t;
1669} 1669}
1670 1670
1671void 1671static void
1672free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1673{ 1673{
1674 if (lc->next) 1674 if (lc->next)
1675 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1676 1676
1677 delete lc; 1677 delete lc;
1678} 1678}
1679 1679
1680void 1680static void
1681free_artifact (artifact *at) 1681free_artifact (artifact *at)
1682{ 1682{
1683 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1684 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1685 1685
1686 at->item->destroy (); 1686 at->item->destroy ();
1687 1687
1688 sfree (at); 1688 sfree (at);
1689} 1689}
1690 1690
1691void
1692free_artifactlist (artifactlist *al)
1693{
1694 artifactlist *nextal;
1695
1696 for (al = first_artifactlist; al; al = nextal)
1697 {
1698 nextal = al->next;
1699
1700 if (al->items)
1701 free_artifact (al->items);
1702
1703 sfree (al);
1704 }
1705}
1706
1707void
1708free_all_treasures (void)
1709{
1710 treasurelist *tl, *next;
1711
1712 for (tl = first_treasurelist; tl; tl = next)
1713 {
1714 clear (tl);
1715
1716 next = tl->next;
1717 delete tl;
1718 }
1719
1720 free_artifactlist (first_artifactlist);
1721}

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