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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.53 by root, Sat Apr 21 16:56:30 2007 UTC vs.
Revision 1.102 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
57 68
58/* 69/*
59 * Searches for the given treasurelist 70 * Searches for the given treasurelist
60 */ 71 */
61treasurelist * 72treasurelist *
93 } 104 }
94 105
95 return tl; 106 return tl;
96} 107}
97 108
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
114 */ 112 */
115static void 113static void
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
197 208
198 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
201 */ 212 */
202 tl->total_chance = 0;
203
204 if (one) 213 if (one)
205 { 214 {
206 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
207 { 216 {
208 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
209 { 218 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
211 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 221 }
213 222
214 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
215 } 224 }
230 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
231 */ 240 */
232static void 241static void
233put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
234{ 243{
244 if (flags & GT_ENVIRONMENT)
245 {
235 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
236 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
237 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
238 * by another object. 249 * by another object.
239 */ 250 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 252 if (op->type == SPELL)
242 op->deactivate_recursive (); 253 {
254 op->destroy ();
255 return;
256 }
257
243 op->expand_tail (); 258 op->expand_tail ();
244 259
245 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
246 op->destroy (); 261 op->destroy ();
247 else 262 else
248 { 263 {
249 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
250 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 { 269 {
255 op = creator->insert (op); 270 op = creator->insert (op);
256 271
257 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
258 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
259
260 if (flags & GT_UPDATE_INV)
261 if (object *tmp = creator->in_player ())
262 esrv_send_item (tmp, op);
263 } 274 }
264} 275}
265 276
266/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
267 * in the generated object 278 * in the generated object
296 else 307 else
297 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
298 } 309 }
299 else 310 else
300 { 311 {
301 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
302 { 313 {
303 object *tmp = arch_to_object (t->item); 314 object *tmp = t->item->instance ();
304 315
305 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
306 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
307 318
308 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
353 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
354 } 365 }
355 else if (t->nrof) 366 else if (t->nrof)
356 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
357 } 368 }
358 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
359 { 370 {
360 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = t->item->instance ())
361 { 372 {
362 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
363 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
364 375
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 377 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
368 } 379 }
369 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
370} 387}
371 388
372/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
373 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
374 * have been made. It is really in place to prevent infinite loops with 391 * have been made. It is really in place to prevent infinite loops with
387 { 404 {
388 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
389 return; 406 return;
390 } 407 }
391 408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
392 if (tl->total_chance) 418 if (tl->total_chance)
393 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
394 else 420 else
395 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
396} 422}
416 442
417 if (ob->inv) 443 if (ob->inv)
418 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
419 445
420 ob->destroy (); 446 ob->destroy ();
447
421 return tmp; 448 return tmp;
422} 449}
423 450
424/* 451/*
425 * This is a new way of calculating the chance for an item to have 452 * This is a new way of calculating the chance for an item to have
468 * This code presumes that op has had its spell object created (in op->inv) 495 * This code presumes that op has had its spell object created (in op->inv)
469 * 496 *
470 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
471 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
472 */ 499 */
473int 500static int
474level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
475{ 502{
476 int olevel = 0;
477
478 if (!op->inv) 503 if (!op->inv)
479 { 504 {
480 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
481 return 0; 506 return 0;
482 } 507 }
483 508
484 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
485 510
486 if (olevel <= 0) 511 if (olevel <= 0)
487 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
488 513
489 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
490 olevel = MAXLEVEL;
491
492 return olevel;
493} 515}
494 516
495/* 517/*
496 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
497 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
500 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
501 * Scaling difficulty by max_level, as difficulty is a level and not some 523 * Scaling difficulty by max_level, as difficulty is a level and not some
502 * weird integer between 1-31. 524 * weird integer between 1-31.
503 * 525 *
504 */ 526 */
505int 527static int
506magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
507{ 529{
508 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
509 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
510 532
553 575
554 op->magic = magic; 576 op->magic = magic;
555 if (op->arch) 577 if (op->arch)
556 { 578 {
557 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
558 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
559 581
560 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
561 magic = (-magic); 583 magic = (-magic);
584
562 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
563 } 586 }
564 else 587 else
565 { 588 {
566 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
567 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
568 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
569 magic = (-magic); 593 magic = (-magic);
594
570 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
571 } 596 }
572} 597}
573 598
574/* 599/*
597 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
598 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
599 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
600 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
601 */ 626 */
602void 627static void
603set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
604{ 629{
605
606 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
607 631
608 if (op->type == AMULET) 632 if (op->type == AMULET)
609 { 633 {
610 if (!(rndm (21))) 634 if (!(rndm (21)))
629 case 2: 653 case 2:
630 case 3: 654 case 3:
631 case 4: 655 case 4:
632 case 5: 656 case 5:
633 case 6: 657 case 6:
634 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
635 break; 659 break;
636 660
637 case 7: 661 case 7:
638 op->stats.dam += bonus; 662 op->stats.dam += bonus;
639 break; 663 break;
733 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
734 * It is only used in fix_generated_treasure() to set bonuses on 758 * It is only used in fix_generated_treasure() to set bonuses on
735 * rings and amulets. 759 * rings and amulets.
736 * Another scheme is used to calculate the magic of weapons and armours. 760 * Another scheme is used to calculate the magic of weapons and armours.
737 */ 761 */
738int 762static int
739get_magic (int diff) 763get_magic (int diff)
740{ 764{
741 int i; 765 int i;
742 766
743 if (diff < 3) 767 if (diff < 3)
746 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
747 if (rndm (diff)) 771 if (rndm (diff))
748 return i; 772 return i;
749 773
750 return 4; 774 return 4;
775}
776
777/* special_potion() - so that old potion code is still done right. */
778static int
779special_potion (object *op)
780{
781 if (op->attacktype)
782 return 1;
783
784 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
785 return 1;
786
787 for (int i = 0; i < NROFATTACKS; i++)
788 if (op->resist[i])
789 return 1;
790
791 return 0;
751} 792}
752 793
753#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
754#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 795#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
755 796
792 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
793 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
794 op->randomitems = 0; 835 op->randomitems = 0;
795 } 836 }
796 837
797 if (difficulty < 1) 838 max_it (difficulty, 1);
798 difficulty = 1;
799 839
800 if (INVOKE_OBJECT (ADD_BONUS, op, 840 if (INVOKE_OBJECT (ADD_BONUS, op,
801 ARG_OBJECT (creator != op ? creator : 0), 841 ARG_OBJECT (creator != op ? creator : 0),
802 ARG_INT (difficulty), ARG_INT (max_magic), 842 ARG_INT (difficulty), ARG_INT (max_magic),
803 ARG_INT (flags))) 843 ARG_INT (flags)))
804 return; 844 return;
805 845
806 if (!(flags & GT_MINIMAL)) 846 if (!(flags & GT_MINIMAL))
807 { 847 {
808 if (op->arch == crown_arch) 848 if (IS_ARCH (op->arch, crown))
809 { 849 {
810 set_magic (difficulty, op, max_magic, flags); 850 set_magic (difficulty, op, max_magic, flags);
811 num_enchantments = calc_item_power (op, 1); 851 num_enchantments = calc_item_power (op, 1);
812 generate_artifact (op, difficulty); 852 generate_artifact (op, difficulty);
813 } 853 }
818 858
819 num_enchantments = calc_item_power (op, 1); 859 num_enchantments = calc_item_power (op, 1);
820 860
821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 861 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN 862 || op->type == HORN
823 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 863 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
824 * used for shop_floors or treasures */
825 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
826 } 865 }
827 866
828 /* Object was made an artifact. Calculate its item_power rating. 867 /* Object was made an artifact. Calculate its item_power rating.
829 * the item_power in the object is what the artfiact adds. 868 * the item_power in the object is what the artfiact adds.
863 * again below */ 902 * again below */
864 } 903 }
865 } 904 }
866 905
867 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
868 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
869 908
870 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
871 { 910 {
872 if (op->type == POTION) 911 if (op->type == POTION)
873 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
874 if (op->stats.sp && !op->randomitems) 913 if (op->stats.sp && !op->randomitems)
875 { 914 {
876 object *tmp;
877
878 tmp = get_archetype (spell_mapping[op->stats.sp]); 915 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
879 insert_ob_in_ob (tmp, op); 916 insert_ob_in_ob (tmp, op);
880 op->stats.sp = 0; 917 op->stats.sp = 0;
881 } 918 }
882 } 919 }
883 else if (!op->title) /* Only modify object if not special */ 920 else if (!op->title) /* Only modify object if not special */
906 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
907 944
908 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
909 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
910 { 947 {
911 object *tmp;
912
913 tmp = get_archetype (spell_mapping[op->stats.sp]); 948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
914 insert_ob_in_ob (tmp, op); 949 insert_ob_in_ob (tmp, op);
915 op->stats.sp = 0; 950 op->stats.sp = 0;
916 } 951 }
917 952
918 while (!(is_special = special_potion (op)) && !op->inv) 953 while (!(is_special = special_potion (op)) && !op->inv)
926 * since the value set on those is already correct. 961 * since the value set on those is already correct.
927 */ 962 */
928 if (op->inv && op->randomitems) 963 if (op->inv && op->randomitems)
929 { 964 {
930 /* value multiplier is same as for scrolls */ 965 /* value multiplier is same as for scrolls */
931 op->value = (op->value * op->inv->value); 966 op->value *= op->inv->value;
932 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
933 } 968 }
934 else 969 else
935 { 970 {
936 op->name = "potion"; 971 op->name = "potion";
937 op->name_pl = "potions"; 972 op->name_pl = "potions";
938 } 973 }
939 974
940 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
941 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
977
942 break; 978 break;
943 } 979 }
944 980
945 case AMULET: 981 case AMULET:
946 if (op->arch == amulet_arch) 982 if (IS_ARCH (op->arch, amulet))
947 op->value *= 5; /* Since it's not just decoration */ 983 op->value *= 5; /* Since it's not just decoration */
948 984
949 case RING: 985 case RING:
950 if (op->arch == NULL)
951 {
952 op->destroy ();
953 op = 0;
954 break;
955 }
956
957 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 986 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
958 break; 987 break;
959 988
960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 SET_FLAG (op, FLAG_CURSED); 990 SET_FLAG (op, FLAG_CURSED);
962 991
982 op->value *= 5; 1011 op->value *= 5;
983 set_ring_bonus (op, d); 1012 set_ring_bonus (op, d);
984 } 1013 }
985 } 1014 }
986 1015
987 if (GET_ANIM_ID (op)) 1016 if (op->animation_id)
988 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1017 op->set_anim_frame (rndm (op->anim_frames ()));
989 1018
990 break; 1019 break;
991 1020
992 case BOOK: 1021 case BOOK:
993 /* Is it an empty book?, if yes lets make a special· 1022 /* Is it an empty book?, if yes lets make a special·
1008 op->level = rndm (creator->level); 1037 op->level = rndm (creator->level);
1009 1038
1010 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1039 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1011 /* books w/ info are worth more! */ 1040 /* books w/ info are worth more! */
1012 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1041 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1013 /* creator related stuff */
1014
1015 /* for library, chained books. Note that some monsters have no_pick
1016 * set - we don't want to set no pick in that case.
1017 */
1018 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1019 SET_FLAG (op, FLAG_NO_PICK);
1020 if (creator->slaying && !op->slaying) /* for check_inv floors */
1021 op->slaying = creator->slaying;
1022 1042
1023 /* add exp so reading it gives xp (once) */ 1043 /* add exp so reading it gives xp (once) */
1024 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1044 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1025 } 1045 }
1046
1047 /* creator related stuff */
1048
1049 /* for library, chained books. Note that some monsters have no_pick
1050 * set - we don't want to set no pick in that case.
1051 */
1052 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1053 SET_FLAG (op, FLAG_NO_PICK);
1054 if (creator->slaying && !op->slaying) /* for check_inv floors */
1055 op->slaying = creator->slaying;
1026 break; 1056 break;
1027 1057
1028 case SPELLBOOK: 1058 case SPELLBOOK:
1029 op->value = op->value * op->inv->value; 1059 op->value = op->value * op->inv->value;
1030 /* add exp so learning gives xp */ 1060 /* add exp so learning gives xp */
1064 * 10 time multiplier). This way, the value are a bit more reasonable. 1094 * 10 time multiplier). This way, the value are a bit more reasonable.
1065 */ 1095 */
1066 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1096 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1067 /* maxhp is used to denote how many 'charges' the rod holds before */ 1097 /* maxhp is used to denote how many 'charges' the rod holds before */
1068 if (op->stats.maxhp) 1098 if (op->stats.maxhp)
1069 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1099 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1070 else 1100 else
1071 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1101 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1072 1102
1073 op->stats.hp = op->stats.maxhp; 1103 op->stats.hp = op->stats.maxhp;
1074 break; 1104 break;
1075 1105
1076 case SCROLL: 1106 case SCROLL:
1113 1143
1114/* 1144/*
1115 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1116 */ 1146 */
1117static artifactlist * 1147static artifactlist *
1118get_empty_artifactlist (void) 1148get_empty_artifactlist ()
1119{ 1149{
1120 return salloc0 <artifactlist> (); 1150 return salloc0<artifactlist> ();
1121} 1151}
1122 1152
1123/* 1153/*
1124 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1125 */ 1155 */
1126static artifact * 1156static artifact *
1127get_empty_artifact (void) 1157get_empty_artifact ()
1128{ 1158{
1129 return salloc0 <artifact> (); 1159 return salloc0<artifact> ();
1130} 1160}
1131 1161
1132/* 1162/*
1133 * Searches the artifact lists and returns one that has the same type 1163 * Searches the artifact lists and returns one that has the same type
1134 * of objects on it. 1164 * of objects on it.
1142 1172
1143 return 0; 1173 return 0;
1144} 1174}
1145 1175
1146/* 1176/*
1147 * For debugging purposes. Dumps all tables. 1177 * Builds up the lists of artifacts from the file in the libdir.
1148 */ 1178 */
1149void 1179void
1150dump_artifacts (void)
1151{
1152 artifactlist *al;
1153 artifact *art;
1154 linked_char *next;
1155
1156 fprintf (logfile, "\n");
1157 for (al = first_artifactlist; al != NULL; al = al->next)
1158 {
1159 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1160 for (art = al->items; art != NULL; art = art->next)
1161 {
1162 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1163 if (art->allowed != NULL)
1164 {
1165 fprintf (logfile, "\tallowed combinations:");
1166 for (next = art->allowed; next != NULL; next = next->next)
1167 fprintf (logfile, "%s,", &next->name);
1168 fprintf (logfile, "\n");
1169 }
1170 }
1171 }
1172 fprintf (logfile, "\n");
1173}
1174
1175/*
1176 * For debugging purposes. Dumps all treasures recursively (see below).
1177 */
1178void
1179dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1180{
1181 treasurelist *tl;
1182 int i;
1183
1184 if (depth > 100)
1185 return;
1186
1187 while (t)
1188 {
1189 if (t->name)
1190 {
1191 for (i = 0; i < depth; i++)
1192 fprintf (logfile, " ");
1193
1194 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195
1196 tl = treasurelist::find (t->name);
1197 if (tl)
1198 dump_monster_treasure_rec (name, tl->items, depth + 2);
1199
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1204 }
1205 else
1206 {
1207 for (i = 0; i < depth; i++)
1208 fprintf (logfile, " ");
1209
1210 if (t->item && t->item->clone.type == FLESH)
1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1212 else
1213 fprintf (logfile, "%s\n", &t->item->clone.name);
1214 }
1215
1216 if (t->next_yes)
1217 {
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, " (if yes)\n");
1222 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1223 }
1224
1225 if (t->next_no)
1226 {
1227 for (i = 0; i < depth; i++)
1228 fprintf (logfile, " ");
1229
1230 fprintf (logfile, " (if no)\n");
1231 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1232 }
1233
1234 t = t->next;
1235 }
1236}
1237
1238/*
1239 * For debugging purposes. Dumps all treasures for a given monster.
1240 * Created originally by Raphael Quinet for debugging the alchemy code.
1241 */
1242void
1243dump_monster_treasure (const char *name)
1244{
1245 archetype *at;
1246 int found;
1247
1248 found = 0;
1249 fprintf (logfile, "\n");
1250
1251 for (at = first_archetype; at != NULL; at = at->next)
1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1253 {
1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1255 if (at->clone.randomitems != NULL)
1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1257 else
1258 fprintf (logfile, "(nothing)\n");
1259
1260 fprintf (logfile, "\n");
1261 found++;
1262 }
1263
1264 if (found == 0)
1265 fprintf (logfile, "No objects have the name %s!\n\n", name);
1266}
1267
1268/*
1269 * Builds up the lists of artifacts from the file in the libdir.
1270 */
1271void
1272init_artifacts (void) 1180init_artifacts ()
1273{ 1181{
1274 static int has_been_inited = 0; 1182 static int has_been_inited = 0;
1275 char filename[MAX_BUF]; 1183 char filename[MAX_BUF];
1276 artifact *art = NULL; 1184 artifact *art = NULL;
1277 artifactlist *al; 1185 artifactlist *al;
1285 object_thawer f (filename); 1193 object_thawer f (filename);
1286 1194
1287 if (!f) 1195 if (!f)
1288 return; 1196 return;
1289 1197
1290 f.next ();
1291
1292 for (;;) 1198 for (;;)
1293 { 1199 {
1294 switch (f.kw) 1200 switch (f.kw)
1295 { 1201 {
1296 case KW_allowed: 1202 case KW_allowed:
1299 1205
1300 { 1206 {
1301 if (!strcmp (f.get_str (), "all")) 1207 if (!strcmp (f.get_str (), "all"))
1302 break; 1208 break;
1303 1209
1304 char *next, *cp = f.get_str (); 1210 const char *cp = f.get_str ();
1305 1211 char *next;
1306 do 1212 do
1307 { 1213 {
1308 if ((next = strchr (cp, ','))) 1214 if ((next = (char *)strchr (cp, ',')))
1309 *next++ = '\0'; 1215 *next++ = '\0';
1310 1216
1311 linked_char *tmp = new linked_char; 1217 linked_char *tmp = new linked_char;
1312 1218
1313 tmp->name = cp; 1219 tmp->name = cp;
1399#endif 1305#endif
1400 op->face = change->face; 1306 op->face = change->face;
1401 } 1307 }
1402 1308
1403 for (i = 0; i < NUM_STATS; i++) 1309 for (i = 0; i < NUM_STATS; i++)
1404 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1310 change_attr_value (&(op->stats), i, change->stats.stat (i));
1405 1311
1406 op->attacktype |= change->attacktype; 1312 op->attacktype |= change->attacktype;
1407 op->path_attuned |= change->path_attuned; 1313 op->path_attuned |= change->path_attuned;
1408 op->path_repelled |= change->path_repelled; 1314 op->path_repelled |= change->path_repelled;
1409 op->path_denied |= change->path_denied; 1315 op->path_denied |= change->path_denied;
1457 * to cast. So convert that to into a spell and put it into 1363 * to cast. So convert that to into a spell and put it into
1458 * this object. 1364 * this object.
1459 */ 1365 */
1460 if (op->type == HORN || op->type == POTION) 1366 if (op->type == HORN || op->type == POTION)
1461 { 1367 {
1462 object *tmp_obj;
1463
1464 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1465 while (op->inv)
1466 op->inv->destroy (); 1369 op->destroy_inv (false);
1467 1370
1468 tmp_obj = arch_to_object (change->other_arch); 1371 object *tmp = change->other_arch->instance ();
1469 insert_ob_in_ob (tmp_obj, op); 1372 insert_ob_in_ob (tmp, op);
1470 } 1373 }
1374
1471 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1472 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1473 } 1377 }
1474 1378
1475 if (change->stats.hp < 0) 1379 if (change->stats.hp < 0)
1559 op->value *= change->value; 1463 op->value *= change->value;
1560 1464
1561 if (change->materials) 1465 if (change->materials)
1562 op->materials = change->materials; 1466 op->materials = change->materials;
1563 1467
1564 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1565 op->materialname = change->materialname; 1469 op->material = change->material;
1566 1470
1567 if (change->slaying) 1471 if (change->slaying)
1568 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1569 1473
1570 if (change->race) 1474 if (change->race)
1593 name = tmp->name + 1, neg = 1; 1497 name = tmp->name + 1, neg = 1;
1594 else 1498 else
1595 name = tmp->name, neg = 0; 1499 name = tmp->name, neg = 0;
1596 1500
1597 /* If we match name, then return the opposite of 'neg' */ 1501 /* If we match name, then return the opposite of 'neg' */
1598 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1502 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1599 return !neg; 1503 return !neg;
1600 1504
1601 /* Set success as true, since if the match was an inverse, it means 1505 /* Set success as true, since if the match was an inverse, it means
1602 * everything is allowed except what we match 1506 * everything is allowed except what we match
1603 */ 1507 */
1679#if 1 1583#if 1
1680 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1584 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1681#endif 1585#endif
1682 return; 1586 return;
1683 } 1587 }
1684 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1685 return; 1590 return;
1591
1686 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1687 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1688 1594
1689 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1690 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1691 continue; 1597 continue;
1742 item->level = donor->level; 1648 item->level = donor->level;
1743 1649
1744 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1745 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1746 item->type = POISON; 1652 item->type = POISON;
1653
1747 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1748 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1749 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1750 } 1658 }
1751} 1659}
1752 1660
1753/* special_potion() - so that old potion code is still done right. */ 1661static void
1754int
1755special_potion (object *op)
1756{
1757 if (op->attacktype)
1758 return 1;
1759
1760 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1761 return 1;
1762
1763 for (int i = 0; i < NROFATTACKS; i++)
1764 if (op->resist[i])
1765 return 1;
1766
1767 return 0;
1768}
1769
1770void
1771free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1772{ 1663{
1773 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1774 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1775 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1776 1667
1777 delete t; 1668 delete t;
1778} 1669}
1779 1670
1780void 1671static void
1781free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1782{ 1673{
1783 if (lc->next) 1674 if (lc->next)
1784 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1785 1676
1786 delete lc; 1677 delete lc;
1787} 1678}
1788 1679
1789void 1680static void
1790free_artifact (artifact *at) 1681free_artifact (artifact *at)
1791{ 1682{
1792 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1793 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1794 1685
1795 at->item->destroy (1); 1686 at->item->destroy ();
1796 1687
1797 sfree (at); 1688 sfree (at);
1798} 1689}
1799 1690
1800void
1801free_artifactlist (artifactlist *al)
1802{
1803 artifactlist *nextal;
1804
1805 for (al = first_artifactlist; al; al = nextal)
1806 {
1807 nextal = al->next;
1808
1809 if (al->items)
1810 free_artifact (al->items);
1811
1812 sfree (al);
1813 }
1814}
1815
1816void
1817free_all_treasures (void)
1818{
1819 treasurelist *tl, *next;
1820
1821 for (tl = first_treasurelist; tl; tl = next)
1822 {
1823 clear (tl);
1824
1825 next = tl->next;
1826 delete tl;
1827 }
1828
1829 free_artifactlist (first_artifactlist);
1830}

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