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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.69 by root, Tue Jan 22 15:53:01 2008 UTC vs.
Revision 1.102 by root, Wed Apr 7 19:54:45 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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.
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h>
39 38
40extern char *spell_mapping[]; 39extern char *spell_mapping[];
41 40
42static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
43 42
46typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
47 const char *, 46 const char *,
48 treasurelist *, 47 treasurelist *,
49 str_hash, 48 str_hash,
50 str_equal, 49 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 51> tl_map_t;
54 52
55static 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}
56 68
57/* 69/*
58 * Searches for the given treasurelist 70 * Searches for the given treasurelist
59 */ 71 */
60treasurelist * 72treasurelist *
92 } 104 }
93 105
94 return tl; 106 return tl;
95} 107}
96 108
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 109#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
113 */ 112 */
114static void 113static void
139 138
140 f.next (); 139 f.next ();
141 140
142 for (;;) 141 for (;;)
143 { 142 {
144 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
145 144
146 switch (f.kw) 145 switch (f.kw)
147 { 146 {
148 case KW_arch: 147 case KW_arch:
149 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
150 break; 156 break;
151 157
152 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 174 t->next = read_treasure (f);
169 return t; 175 return t;
170 176
171 default: 177 default:
172 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 179 goto error;
174 180
175 return t; 181 return t;
176 } 182 }
177 183
178 f.next (); 184 f.next ();
179 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
180} 192}
181 193
182/* 194/*
183 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
184 */ 196 */
243 return; 255 return;
244 } 256 }
245 257
246 op->expand_tail (); 258 op->expand_tail ();
247 259
248 if (op->blocked (creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
249 op->destroy (); 261 op->destroy ();
250 else 262 else
251 { 263 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 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);
257 { 269 {
258 op = creator->insert (op); 270 op = creator->insert (op);
259 271
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 274 }
267} 275}
268 276
269/* 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
270 * in the generated object 278 * in the generated object
301 } 309 }
302 else 310 else
303 { 311 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
305 { 313 {
306 object *tmp = arch_to_object (t->item); 314 object *tmp = t->item->instance ();
307 315
308 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
309 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
310 318
311 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 else if (t->nrof) 366 else if (t->nrof)
359 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
360 } 368 }
361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
362 { 370 {
363 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = t->item->instance ())
364 { 372 {
365 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
366 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
367 375
368 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
434 442
435 if (ob->inv) 443 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 445
438 ob->destroy (); 446 ob->destroy ();
447
439 return tmp; 448 return tmp;
440} 449}
441 450
442/* 451/*
443 * 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
486 * 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)
487 * 496 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * 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.
490 */ 499 */
491int 500static int
492level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
493{ 502{
494 if (!op->inv) 503 if (!op->inv)
495 { 504 {
496 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);
513 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
514 * 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
515 * weird integer between 1-31. 524 * weird integer between 1-31.
516 * 525 *
517 */ 526 */
518int 527static int
519magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
520{ 529{
521 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
523 532
570 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 581
573 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 */
574 magic = (-magic); 583 magic = (-magic);
584
575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 586 }
577 else 587 else
578 { 588 {
579 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
581 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 */
582 magic = (-magic); 593 magic = (-magic);
594
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 596 }
585} 597}
586 598
587/* 599/*
610 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
611 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
612 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
613 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
614 */ 626 */
615void 627static void
616set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
617{ 629{
618
619 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
620 631
621 if (op->type == AMULET) 632 if (op->type == AMULET)
622 { 633 {
623 if (!(rndm (21))) 634 if (!(rndm (21)))
746 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
747 * 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
748 * rings and amulets. 759 * rings and amulets.
749 * 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.
750 */ 761 */
751int 762static int
752get_magic (int diff) 763get_magic (int diff)
753{ 764{
754 int i; 765 int i;
755 766
756 if (diff < 3) 767 if (diff < 3)
759 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
760 if (rndm (diff)) 771 if (rndm (diff))
761 return i; 772 return i;
762 773
763 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;
764} 792}
765 793
766#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
767#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))
768 796
805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
806 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
807 op->randomitems = 0; 835 op->randomitems = 0;
808 } 836 }
809 837
810 if (difficulty < 1) 838 max_it (difficulty, 1);
811 difficulty = 1;
812 839
813 if (INVOKE_OBJECT (ADD_BONUS, op, 840 if (INVOKE_OBJECT (ADD_BONUS, op,
814 ARG_OBJECT (creator != op ? creator : 0), 841 ARG_OBJECT (creator != op ? creator : 0),
815 ARG_INT (difficulty), ARG_INT (max_magic), 842 ARG_INT (difficulty), ARG_INT (max_magic),
816 ARG_INT (flags))) 843 ARG_INT (flags)))
817 return; 844 return;
818 845
819 if (!(flags & GT_MINIMAL)) 846 if (!(flags & GT_MINIMAL))
820 { 847 {
821 if (op->arch == crown_arch) 848 if (IS_ARCH (op->arch, crown))
822 { 849 {
823 set_magic (difficulty, op, max_magic, flags); 850 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 851 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 852 generate_artifact (op, difficulty);
826 } 853 }
831 858
832 num_enchantments = calc_item_power (op, 1); 859 num_enchantments = calc_item_power (op, 1);
833 860
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 861 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 862 || op->type == HORN
836 || 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 */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
839 } 865 }
840 866
841 /* Object was made an artifact. Calculate its item_power rating. 867 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 868 * the item_power in the object is what the artfiact adds.
876 * again below */ 902 * again below */
877 } 903 }
878 } 904 }
879 905
880 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
881 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
882 908
883 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
884 { 910 {
885 if (op->type == POTION) 911 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 913 if (op->stats.sp && !op->randomitems)
888 { 914 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 915 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 916 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 917 op->stats.sp = 0;
894 } 918 }
895 } 919 }
896 else if (!op->title) /* Only modify object if not special */ 920 else if (!op->title) /* Only modify object if not special */
919 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
920 944
921 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
922 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
923 { 947 {
924 object *tmp;
925
926 tmp = get_archetype (spell_mapping[op->stats.sp]); 948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
927 insert_ob_in_ob (tmp, op); 949 insert_ob_in_ob (tmp, op);
928 op->stats.sp = 0; 950 op->stats.sp = 0;
929 } 951 }
930 952
931 while (!(is_special = special_potion (op)) && !op->inv) 953 while (!(is_special = special_potion (op)) && !op->inv)
939 * since the value set on those is already correct. 961 * since the value set on those is already correct.
940 */ 962 */
941 if (op->inv && op->randomitems) 963 if (op->inv && op->randomitems)
942 { 964 {
943 /* value multiplier is same as for scrolls */ 965 /* value multiplier is same as for scrolls */
944 op->value = (op->value * op->inv->value); 966 op->value *= op->inv->value;
945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
946 } 968 }
947 else 969 else
948 { 970 {
949 op->name = "potion"; 971 op->name = "potion";
950 op->name_pl = "potions"; 972 op->name_pl = "potions";
951 } 973 }
952 974
953 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
954 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
977
955 break; 978 break;
956 } 979 }
957 980
958 case AMULET: 981 case AMULET:
959 if (op->arch == amulet_arch) 982 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 983 op->value *= 5; /* Since it's not just decoration */
961 984
962 case RING: 985 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 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! */
971 break; 987 break;
972 988
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 990 SET_FLAG (op, FLAG_CURSED);
975 991
995 op->value *= 5; 1011 op->value *= 5;
996 set_ring_bonus (op, d); 1012 set_ring_bonus (op, d);
997 } 1013 }
998 } 1014 }
999 1015
1000 if (GET_ANIM_ID (op)) 1016 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1017 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1018
1003 break; 1019 break;
1004 1020
1005 case BOOK: 1021 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1022 /* Is it an empty book?, if yes lets make a special·
1021 op->level = rndm (creator->level); 1037 op->level = rndm (creator->level);
1022 1038
1023 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);
1024 /* books w/ info are worth more! */ 1040 /* books w/ info are worth more! */
1025 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));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035 1042
1036 /* add exp so reading it gives xp (once) */ 1043 /* add exp so reading it gives xp (once) */
1037 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;
1038 } 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;
1039 break; 1056 break;
1040 1057
1041 case SPELLBOOK: 1058 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1059 op->value = op->value * op->inv->value;
1043 /* add exp so learning gives xp */ 1060 /* add exp so learning gives xp */
1077 * 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.
1078 */ 1095 */
1079 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);
1080 /* 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 */
1081 if (op->stats.maxhp) 1098 if (op->stats.maxhp)
1082 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);
1083 else 1100 else
1084 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);
1085 1102
1086 op->stats.hp = op->stats.maxhp; 1103 op->stats.hp = op->stats.maxhp;
1087 break; 1104 break;
1088 1105
1089 case SCROLL: 1106 case SCROLL:
1126 1143
1127/* 1144/*
1128 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1146 */
1130static artifactlist * 1147static artifactlist *
1131get_empty_artifactlist (void) 1148get_empty_artifactlist ()
1132{ 1149{
1133 return salloc0<artifactlist> (); 1150 return salloc0<artifactlist> ();
1134} 1151}
1135 1152
1136/* 1153/*
1137 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1155 */
1139static artifact * 1156static artifact *
1140get_empty_artifact (void) 1157get_empty_artifact ()
1141{ 1158{
1142 return salloc0<artifact> (); 1159 return salloc0<artifact> ();
1143} 1160}
1144 1161
1145/* 1162/*
1155 1172
1156 return 0; 1173 return 0;
1157} 1174}
1158 1175
1159/* 1176/*
1160 * For debugging purposes. Dumps all tables. 1177 * Builds up the lists of artifacts from the file in the libdir.
1161 */ 1178 */
1162void 1179void
1163dump_artifacts (void)
1164{
1165 artifactlist *al;
1166 artifact *art;
1167 linked_char *next;
1168
1169 fprintf (logfile, "\n");
1170 for (al = first_artifactlist; al != NULL; al = al->next)
1171 {
1172 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1173 for (art = al->items; art != NULL; art = art->next)
1174 {
1175 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1176 if (art->allowed != NULL)
1177 {
1178 fprintf (logfile, "\tallowed combinations:");
1179 for (next = art->allowed; next != NULL; next = next->next)
1180 fprintf (logfile, "%s,", &next->name);
1181 fprintf (logfile, "\n");
1182 }
1183 }
1184 }
1185 fprintf (logfile, "\n");
1186}
1187
1188/*
1189 * For debugging purposes. Dumps all treasures recursively (see below).
1190 */
1191void
1192dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1193{
1194 treasurelist *tl;
1195 int i;
1196
1197 if (depth > 100)
1198 return;
1199
1200 while (t)
1201 {
1202 if (t->name)
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 fprintf (logfile, "{ (list: %s)\n", &t->name);
1208
1209 tl = treasurelist::find (t->name);
1210 if (tl)
1211 dump_monster_treasure_rec (name, tl->items, depth + 2);
1212
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1217 }
1218 else
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 if (t->item && t->item->type == FLESH)
1224 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1225 else
1226 fprintf (logfile, "%s\n", &t->item->object::name);
1227 }
1228
1229 if (t->next_yes)
1230 {
1231 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " ");
1233
1234 fprintf (logfile, " (if yes)\n");
1235 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1236 }
1237
1238 if (t->next_no)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if no)\n");
1244 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1245 }
1246
1247 t = t->next;
1248 }
1249}
1250
1251/*
1252 * For debugging purposes. Dumps all treasures for a given monster.
1253 * Created originally by Raphael Quinet for debugging the alchemy code.
1254 */
1255void
1256dump_monster_treasure (const char *name)
1257{
1258 archetype *at;
1259 int found;
1260
1261 found = 0;
1262 fprintf (logfile, "\n");
1263
1264 for_all_archetypes (at)
1265 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1266 {
1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1268 if (at->randomitems != NULL)
1269 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1270 else
1271 fprintf (logfile, "(nothing)\n");
1272
1273 fprintf (logfile, "\n");
1274 found++;
1275 }
1276
1277 if (found == 0)
1278 fprintf (logfile, "No objects have the name %s!\n\n", name);
1279}
1280
1281/*
1282 * Builds up the lists of artifacts from the file in the libdir.
1283 */
1284void
1285init_artifacts (void) 1180init_artifacts ()
1286{ 1181{
1287 static int has_been_inited = 0; 1182 static int has_been_inited = 0;
1288 char filename[MAX_BUF]; 1183 char filename[MAX_BUF];
1289 artifact *art = NULL; 1184 artifact *art = NULL;
1290 artifactlist *al; 1185 artifactlist *al;
1310 1205
1311 { 1206 {
1312 if (!strcmp (f.get_str (), "all")) 1207 if (!strcmp (f.get_str (), "all"))
1313 break; 1208 break;
1314 1209
1315 char *next, *cp = f.get_str (); 1210 const char *cp = f.get_str ();
1316 1211 char *next;
1317 do 1212 do
1318 { 1213 {
1319 if ((next = strchr (cp, ','))) 1214 if ((next = (char *)strchr (cp, ',')))
1320 *next++ = '\0'; 1215 *next++ = '\0';
1321 1216
1322 linked_char *tmp = new linked_char; 1217 linked_char *tmp = new linked_char;
1323 1218
1324 tmp->name = cp; 1219 tmp->name = cp;
1468 * 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
1469 * this object. 1364 * this object.
1470 */ 1365 */
1471 if (op->type == HORN || op->type == POTION) 1366 if (op->type == HORN || op->type == POTION)
1472 { 1367 {
1473 object *tmp_obj;
1474
1475 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1476 while (op->inv)
1477 op->inv->destroy (); 1369 op->destroy_inv (false);
1478 1370
1479 tmp_obj = arch_to_object (change->other_arch); 1371 object *tmp = change->other_arch->instance ();
1480 insert_ob_in_ob (tmp_obj, op); 1372 insert_ob_in_ob (tmp, op);
1481 } 1373 }
1374
1482 /* No harm setting this for potions/horns */ 1375 /* No harm setting this for potions/horns */
1483 op->other_arch = change->other_arch; 1376 op->other_arch = change->other_arch;
1484 } 1377 }
1485 1378
1486 if (change->stats.hp < 0) 1379 if (change->stats.hp < 0)
1570 op->value *= change->value; 1463 op->value *= change->value;
1571 1464
1572 if (change->materials) 1465 if (change->materials)
1573 op->materials = change->materials; 1466 op->materials = change->materials;
1574 1467
1575 if (change->materialname) 1468 if (change->material != MATERIAL_NULL)
1576 op->materialname = change->materialname; 1469 op->material = change->material;
1577 1470
1578 if (change->slaying) 1471 if (change->slaying)
1579 op->slaying = change->slaying; 1472 op->slaying = change->slaying;
1580 1473
1581 if (change->race) 1474 if (change->race)
1690#if 1 1583#if 1
1691 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);
1692#endif 1585#endif
1693 return; 1586 return;
1694 } 1587 }
1695 if (!strcmp (art->item->name, "NONE")) 1588
1589 if (art->item->name == shstr_NONE)
1696 return; 1590 return;
1591
1697 if (FABS (op->magic) < art->item->magic) 1592 if (fabs (op->magic) < art->item->magic)
1698 continue; /* Not magic enough to be this item */ 1593 continue; /* Not magic enough to be this item */
1699 1594
1700 /* Map difficulty not high enough */ 1595 /* Map difficulty not high enough */
1701 if (difficulty < art->difficulty) 1596 if (difficulty < art->difficulty)
1702 continue; 1597 continue;
1753 item->level = donor->level; 1648 item->level = donor->level;
1754 1649
1755 /* if donor has some attacktypes, the flesh is poisonous */ 1650 /* if donor has some attacktypes, the flesh is poisonous */
1756 if (donor->attacktype & AT_POISON) 1651 if (donor->attacktype & AT_POISON)
1757 item->type = POISON; 1652 item->type = POISON;
1653
1758 if (donor->attacktype & AT_ACID) 1654 if (donor->attacktype & AT_ACID)
1759 item->stats.hp = -1 * item->stats.food; 1655 item->stats.hp = -1 * item->stats.food;
1656
1760 SET_FLAG (item, FLAG_NO_STEAL); 1657 SET_FLAG (item, FLAG_NO_STEAL);
1761 } 1658 }
1762} 1659}
1763 1660
1764/* special_potion() - so that old potion code is still done right. */ 1661static void
1765int
1766special_potion (object *op)
1767{
1768 if (op->attacktype)
1769 return 1;
1770
1771 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1772 return 1;
1773
1774 for (int i = 0; i < NROFATTACKS; i++)
1775 if (op->resist[i])
1776 return 1;
1777
1778 return 0;
1779}
1780
1781void
1782free_treasurestruct (treasure *t) 1662free_treasurestruct (treasure *t)
1783{ 1663{
1784 if (t->next) free_treasurestruct (t->next); 1664 if (t->next) free_treasurestruct (t->next);
1785 if (t->next_yes) free_treasurestruct (t->next_yes); 1665 if (t->next_yes) free_treasurestruct (t->next_yes);
1786 if (t->next_no) free_treasurestruct (t->next_no); 1666 if (t->next_no) free_treasurestruct (t->next_no);
1787 1667
1788 delete t; 1668 delete t;
1789} 1669}
1790 1670
1791void 1671static void
1792free_charlinks (linked_char *lc) 1672free_charlinks (linked_char *lc)
1793{ 1673{
1794 if (lc->next) 1674 if (lc->next)
1795 free_charlinks (lc->next); 1675 free_charlinks (lc->next);
1796 1676
1797 delete lc; 1677 delete lc;
1798} 1678}
1799 1679
1800void 1680static void
1801free_artifact (artifact *at) 1681free_artifact (artifact *at)
1802{ 1682{
1803 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1804 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1805 1685
1806 at->item->destroy (1); 1686 at->item->destroy ();
1807 1687
1808 sfree (at); 1688 sfree (at);
1809} 1689}
1810 1690
1811void
1812free_artifactlist (artifactlist *al)
1813{
1814 artifactlist *nextal;
1815
1816 for (al = first_artifactlist; al; al = nextal)
1817 {
1818 nextal = al->next;
1819
1820 if (al->items)
1821 free_artifact (al->items);
1822
1823 sfree (al);
1824 }
1825}
1826
1827void
1828free_all_treasures (void)
1829{
1830 treasurelist *tl, *next;
1831
1832 for (tl = first_treasurelist; tl; tl = next)
1833 {
1834 clear (tl);
1835
1836 next = tl->next;
1837 delete tl;
1838 }
1839
1840 free_artifactlist (first_artifactlist);
1841}

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