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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 2009 UTC vs.
Revision 1.99 by root, Tue Jan 5 12:01:43 2010 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
51 slice_allocator< std::pair<const char *const, treasurelist *> > 51 slice_allocator< std::pair<const char *const, treasurelist *> >
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//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
56/* 70/*
57 * Searches for the given treasurelist 71 * Searches for the given treasurelist
58 */ 72 */
59treasurelist * 73treasurelist *
60treasurelist::find (const char *name) 74treasurelist::find (const char *name)
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
309 } 310 }
310 else 311 else
311 { 312 {
312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
313 { 314 {
314 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
315 316
316 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
317 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
318 319
319 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 else if (t->nrof) 367 else if (t->nrof)
367 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
368 } 369 }
369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
370 { 371 {
371 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
372 { 373 {
373 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
374 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
375 376
376 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
495 * 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)
496 * 497 *
497 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
498 * 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.
499 */ 500 */
500int 501static int
501level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
502{ 503{
503 if (!op->inv) 504 if (!op->inv)
504 { 505 {
505 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);
522 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
523 * 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
524 * weird integer between 1-31. 525 * weird integer between 1-31.
525 * 526 *
526 */ 527 */
527int 528static int
528magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
529{ 530{
530 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
532 533
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
817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
818 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
819 op->randomitems = 0; 836 op->randomitems = 0;
820 } 837 }
821 838
822 if (difficulty < 1) 839 max_it (difficulty, 1);
823 difficulty = 1;
824 840
825 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags))) 844 ARG_INT (flags)))
887 * again below */ 903 * again below */
888 } 904 }
889 } 905 }
890 906
891 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
892 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
893 909
894 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
895 { 911 {
896 if (op->type == POTION) 912 if (op->type == POTION)
897 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
928 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
929 945
930 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
931 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
932 { 948 {
933 object *tmp;
934
935 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
936 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
937 op->stats.sp = 0; 951 op->stats.sp = 0;
938 } 952 }
939 953
940 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
948 * since the value set on those is already correct. 962 * since the value set on those is already correct.
949 */ 963 */
950 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
951 { 965 {
952 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
953 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
955 } 969 }
956 else 970 else
957 { 971 {
958 op->name = "potion"; 972 op->name = "potion";
959 op->name_pl = "potions"; 973 op->name_pl = "potions";
960 } 974 }
961 975
962 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
963 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
964 break; 979 break;
965 } 980 }
966 981
967 case AMULET: 982 case AMULET:
968 if (IS_ARCH (op->arch, amulet)) 983 if (IS_ARCH (op->arch, amulet))
1080 * 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.
1081 */ 1096 */
1082 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);
1083 /* 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 */
1084 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1085 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);
1086 else 1101 else
1087 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);
1088 1103
1089 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1090 break; 1105 break;
1091 1106
1092 case SCROLL: 1107 case SCROLL:
1129 1144
1130/* 1145/*
1131 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1132 */ 1147 */
1133static artifactlist * 1148static artifactlist *
1134get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1135{ 1150{
1136 return salloc0<artifactlist> (); 1151 return salloc0<artifactlist> ();
1137} 1152}
1138 1153
1139/* 1154/*
1140 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1141 */ 1156 */
1142static artifact * 1157static artifact *
1143get_empty_artifact (void) 1158get_empty_artifact ()
1144{ 1159{
1145 return salloc0<artifact> (); 1160 return salloc0<artifact> ();
1146} 1161}
1147 1162
1148/* 1163/*
1161 1176
1162/* 1177/*
1163 * 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.
1164 */ 1179 */
1165void 1180void
1166init_artifacts (void) 1181init_artifacts ()
1167{ 1182{
1168 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1169 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1170 artifact *art = NULL; 1185 artifact *art = NULL;
1171 artifactlist *al; 1186 artifactlist *al;
1191 1206
1192 { 1207 {
1193 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1194 break; 1209 break;
1195 1210
1196 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1197 1212 char *next;
1198 do 1213 do
1199 { 1214 {
1200 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1201 *next++ = '\0'; 1216 *next++ = '\0';
1202 1217
1203 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1204 1219
1205 tmp->name = cp; 1220 tmp->name = cp;
1352 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1353 { 1368 {
1354 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1355 op->destroy_inv (false); 1370 op->destroy_inv (false);
1356 1371
1357 object *tmp = arch_to_object (change->other_arch); 1372 object *tmp = change->other_arch->instance ();
1358 insert_ob_in_ob (tmp, op); 1373 insert_ob_in_ob (tmp, op);
1359 } 1374 }
1360 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1361 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1362 } 1377 }
1448 op->value *= change->value; 1463 op->value *= change->value;
1449 1464
1450 if (change->materials) 1465 if (change->materials)
1451 op->materials = change->materials; 1466 op->materials = change->materials;
1452 1467
1453 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1454 op->materialname = change->materialname; 1469 op->material = change->material;
1455 1470
1456 if (change->slaying) 1471 if (change->slaying)
1457 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1458 1473
1459 if (change->race) 1474 if (change->race)
1641 1656
1642 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1643 } 1658 }
1644} 1659}
1645 1660
1646/* special_potion() - so that old potion code is still done right. */ 1661static void
1647int
1648special_potion (object *op)
1649{
1650 if (op->attacktype)
1651 return 1;
1652
1653 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1654 return 1;
1655
1656 for (int i = 0; i < NROFATTACKS; i++)
1657 if (op->resist[i])
1658 return 1;
1659
1660 return 0;
1661}
1662
1663void
1664free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1665{ 1663{
1666 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1667 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1668 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1669 1667
1670 delete t; 1668 delete t;
1671} 1669}
1672 1670
1673void 1671static void
1674free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1675{ 1673{
1676 if (lc->next) 1674 if (lc->next)
1677 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1678 1676
1679 delete lc; 1677 delete lc;
1680} 1678}
1681 1679
1682void 1680static void
1683free_artifact (artifact *at) 1681free_artifact (artifact *at)
1684{ 1682{
1685 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1686 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1687 1685
1688 at->item->destroy (); 1686 at->item->destroy ();
1689 1687
1690 sfree (at); 1688 sfree (at);
1691} 1689}
1692 1690
1693void
1694free_artifactlist (artifactlist *al)
1695{
1696 artifactlist *nextal;
1697
1698 for (al = first_artifactlist; al; al = nextal)
1699 {
1700 nextal = al->next;
1701
1702 if (al->items)
1703 free_artifact (al->items);
1704
1705 sfree (al);
1706 }
1707}
1708
1709void
1710free_all_treasures (void)
1711{
1712 treasurelist *tl, *next;
1713
1714 for (tl = first_treasurelist; tl; tl = next)
1715 {
1716 clear (tl);
1717
1718 next = tl->next;
1719 delete tl;
1720 }
1721
1722 free_artifactlist (first_artifactlist);
1723}

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