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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.52 by root, Thu Apr 19 19:24:25 2007 UTC vs.
Revision 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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> 38#include <loader.h>
40 39
41extern char *spell_mapping[]; 40extern char *spell_mapping[];
42 41
43static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
48 const char *, 47 const char *,
49 treasurelist *, 48 treasurelist *,
50 str_hash, 49 str_hash,
51 str_equal, 50 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 52> tl_map_t;
55 53
56static tl_map_t tl_map; 54static tl_map_t tl_map;
57 55
58/* 56/*
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)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
242 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
243 op->destroy (); 261 op->destroy ();
244 else 262 else
245 { 263 {
246 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
247 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);
251 { 269 {
252 op = creator->insert (op); 270 op = creator->insert (op);
253 271
254 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
255 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
256
257 if (flags & GT_UPDATE_INV)
258 if (object *tmp = creator->in_player ())
259 esrv_send_item (tmp, op);
260 } 274 }
261} 275}
262 276
263/* 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
264 * in the generated object 278 * in the generated object
293 else 307 else
294 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);
295 } 309 }
296 else 310 else
297 { 311 {
298 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
299 { 313 {
300 object *tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
301 315
302 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
303 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
350 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
351 } 365 }
352 else if (t->nrof) 366 else if (t->nrof)
353 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
354 } 368 }
355 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
356 { 370 {
357 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = arch_to_object (t->item))
358 { 372 {
359 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
362 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
363 change_treasure (t, tmp); 377 change_treasure (t, tmp);
364 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
365 } 379 }
366 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
367} 387}
368 388
369/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
370 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
371 * 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
384 { 404 {
385 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
386 return; 406 return;
387 } 407 }
388 408
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
389 if (tl->total_chance) 418 if (tl->total_chance)
390 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
391 else 420 else
392 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
393} 422}
413 442
414 if (ob->inv) 443 if (ob->inv)
415 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
416 445
417 ob->destroy (); 446 ob->destroy ();
447
418 return tmp; 448 return tmp;
419} 449}
420 450
421/* 451/*
422 * 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 * 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.
469 */ 499 */
470int 500int
471level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
472{ 502{
473 int olevel = 0;
474
475 if (!op->inv) 503 if (!op->inv)
476 { 504 {
477 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);
478 return 0; 506 return 0;
479 } 507 }
480 508
481 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
482 510
483 if (olevel <= 0) 511 if (olevel <= 0)
484 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
485 513
486 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
487 olevel = MAXLEVEL;
488
489 return olevel;
490} 515}
491 516
492/* 517/*
493 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
494 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
550 575
551 op->magic = magic; 576 op->magic = magic;
552 if (op->arch) 577 if (op->arch)
553 { 578 {
554 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
555 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
556 581
557 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 */
558 magic = (-magic); 583 magic = (-magic);
584
559 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
560 } 586 }
561 else 587 else
562 { 588 {
563 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
565 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 */
566 magic = (-magic); 593 magic = (-magic);
594
567 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
568 } 596 }
569} 597}
570 598
571/* 599/*
626 case 2: 654 case 2:
627 case 3: 655 case 3:
628 case 4: 656 case 4:
629 case 5: 657 case 5:
630 case 6: 658 case 6:
631 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
632 break; 660 break;
633 661
634 case 7: 662 case 7:
635 op->stats.dam += bonus; 663 op->stats.dam += bonus;
636 break; 664 break;
800 ARG_INT (flags))) 828 ARG_INT (flags)))
801 return; 829 return;
802 830
803 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
804 { 832 {
805 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
806 { 834 {
807 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
808 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
809 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
810 } 838 }
815 843
816 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
817 845
818 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
819 || op->type == HORN 847 || op->type == HORN
820 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 848 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
821 * used for shop_floors or treasures */
822 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
823 } 850 }
824 851
825 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
826 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
868 { 895 {
869 if (op->type == POTION) 896 if (op->type == POTION)
870 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
871 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
872 { 899 {
873 object *tmp;
874
875 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
876 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
877 op->stats.sp = 0; 902 op->stats.sp = 0;
878 } 903 }
879 } 904 }
880 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
938 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
939 break; 964 break;
940 } 965 }
941 966
942 case AMULET: 967 case AMULET:
943 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
944 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
945 970
946 case RING: 971 case RING:
947 if (op->arch == NULL)
948 {
949 op->destroy ();
950 op = 0;
951 break;
952 }
953
954 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
955 break; 973 break;
956 974
957 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
958 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
959 977
979 op->value *= 5; 997 op->value *= 5;
980 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
981 } 999 }
982 } 1000 }
983 1001
984 if (GET_ANIM_ID (op)) 1002 if (op->animation_id)
985 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1003 op->set_anim_frame (rndm (op->anim_frames ()));
986 1004
987 break; 1005 break;
988 1006
989 case BOOK: 1007 case BOOK:
990 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1005 op->level = rndm (creator->level); 1023 op->level = rndm (creator->level);
1006 1024
1007 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1025 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1008 /* books w/ info are worth more! */ 1026 /* books w/ info are worth more! */
1009 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1027 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1010 /* creator related stuff */
1011
1012 /* for library, chained books. Note that some monsters have no_pick
1013 * set - we don't want to set no pick in that case.
1014 */
1015 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1016 SET_FLAG (op, FLAG_NO_PICK);
1017 if (creator->slaying && !op->slaying) /* for check_inv floors */
1018 op->slaying = creator->slaying;
1019 1028
1020 /* add exp so reading it gives xp (once) */ 1029 /* add exp so reading it gives xp (once) */
1021 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1030 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1022 } 1031 }
1032
1033 /* creator related stuff */
1034
1035 /* for library, chained books. Note that some monsters have no_pick
1036 * set - we don't want to set no pick in that case.
1037 */
1038 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1039 SET_FLAG (op, FLAG_NO_PICK);
1040 if (creator->slaying && !op->slaying) /* for check_inv floors */
1041 op->slaying = creator->slaying;
1023 break; 1042 break;
1024 1043
1025 case SPELLBOOK: 1044 case SPELLBOOK:
1026 op->value = op->value * op->inv->value; 1045 op->value = op->value * op->inv->value;
1027 /* add exp so learning gives xp */ 1046 /* add exp so learning gives xp */
1112 * Allocate and return the pointer to an empty artifactlist structure. 1131 * Allocate and return the pointer to an empty artifactlist structure.
1113 */ 1132 */
1114static artifactlist * 1133static artifactlist *
1115get_empty_artifactlist (void) 1134get_empty_artifactlist (void)
1116{ 1135{
1117 return salloc0 <artifactlist> (); 1136 return salloc0<artifactlist> ();
1118} 1137}
1119 1138
1120/* 1139/*
1121 * Allocate and return the pointer to an empty artifact structure. 1140 * Allocate and return the pointer to an empty artifact structure.
1122 */ 1141 */
1123static artifact * 1142static artifact *
1124get_empty_artifact (void) 1143get_empty_artifact (void)
1125{ 1144{
1126 return salloc0 <artifact> (); 1145 return salloc0<artifact> ();
1127} 1146}
1128 1147
1129/* 1148/*
1130 * Searches the artifact lists and returns one that has the same type 1149 * Searches the artifact lists and returns one that has the same type
1131 * of objects on it. 1150 * of objects on it.
1136 for (artifactlist *al = first_artifactlist; al; al = al->next) 1155 for (artifactlist *al = first_artifactlist; al; al = al->next)
1137 if (al->type == type) 1156 if (al->type == type)
1138 return al; 1157 return al;
1139 1158
1140 return 0; 1159 return 0;
1141}
1142
1143/*
1144 * For debugging purposes. Dumps all tables.
1145 */
1146void
1147dump_artifacts (void)
1148{
1149 artifactlist *al;
1150 artifact *art;
1151 linked_char *next;
1152
1153 fprintf (logfile, "\n");
1154 for (al = first_artifactlist; al != NULL; al = al->next)
1155 {
1156 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1157 for (art = al->items; art != NULL; art = art->next)
1158 {
1159 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1160 if (art->allowed != NULL)
1161 {
1162 fprintf (logfile, "\tallowed combinations:");
1163 for (next = art->allowed; next != NULL; next = next->next)
1164 fprintf (logfile, "%s,", &next->name);
1165 fprintf (logfile, "\n");
1166 }
1167 }
1168 }
1169 fprintf (logfile, "\n");
1170}
1171
1172/*
1173 * For debugging purposes. Dumps all treasures recursively (see below).
1174 */
1175void
1176dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1177{
1178 treasurelist *tl;
1179 int i;
1180
1181 if (depth > 100)
1182 return;
1183
1184 while (t)
1185 {
1186 if (t->name)
1187 {
1188 for (i = 0; i < depth; i++)
1189 fprintf (logfile, " ");
1190
1191 fprintf (logfile, "{ (list: %s)\n", &t->name);
1192
1193 tl = treasurelist::find (t->name);
1194 if (tl)
1195 dump_monster_treasure_rec (name, tl->items, depth + 2);
1196
1197 for (i = 0; i < depth; i++)
1198 fprintf (logfile, " ");
1199
1200 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1201 }
1202 else
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 if (t->item && t->item->clone.type == FLESH)
1208 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1209 else
1210 fprintf (logfile, "%s\n", &t->item->clone.name);
1211 }
1212
1213 if (t->next_yes)
1214 {
1215 for (i = 0; i < depth; i++)
1216 fprintf (logfile, " ");
1217
1218 fprintf (logfile, " (if yes)\n");
1219 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1220 }
1221
1222 if (t->next_no)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226
1227 fprintf (logfile, " (if no)\n");
1228 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1229 }
1230
1231 t = t->next;
1232 }
1233}
1234
1235/*
1236 * For debugging purposes. Dumps all treasures for a given monster.
1237 * Created originally by Raphael Quinet for debugging the alchemy code.
1238 */
1239void
1240dump_monster_treasure (const char *name)
1241{
1242 archetype *at;
1243 int found;
1244
1245 found = 0;
1246 fprintf (logfile, "\n");
1247
1248 for (at = first_archetype; at != NULL; at = at->next)
1249 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1250 {
1251 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1252 if (at->clone.randomitems != NULL)
1253 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1254 else
1255 fprintf (logfile, "(nothing)\n");
1256
1257 fprintf (logfile, "\n");
1258 found++;
1259 }
1260
1261 if (found == 0)
1262 fprintf (logfile, "No objects have the name %s!\n\n", name);
1263} 1160}
1264 1161
1265/* 1162/*
1266 * Builds up the lists of artifacts from the file in the libdir. 1163 * Builds up the lists of artifacts from the file in the libdir.
1267 */ 1164 */
1281 sprintf (filename, "%s/artifacts", settings.datadir); 1178 sprintf (filename, "%s/artifacts", settings.datadir);
1282 object_thawer f (filename); 1179 object_thawer f (filename);
1283 1180
1284 if (!f) 1181 if (!f)
1285 return; 1182 return;
1286
1287 f.next ();
1288 1183
1289 for (;;) 1184 for (;;)
1290 { 1185 {
1291 switch (f.kw) 1186 switch (f.kw)
1292 { 1187 {
1396#endif 1291#endif
1397 op->face = change->face; 1292 op->face = change->face;
1398 } 1293 }
1399 1294
1400 for (i = 0; i < NUM_STATS; i++) 1295 for (i = 0; i < NUM_STATS; i++)
1401 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1296 change_attr_value (&(op->stats), i, change->stats.stat (i));
1402 1297
1403 op->attacktype |= change->attacktype; 1298 op->attacktype |= change->attacktype;
1404 op->path_attuned |= change->path_attuned; 1299 op->path_attuned |= change->path_attuned;
1405 op->path_repelled |= change->path_repelled; 1300 op->path_repelled |= change->path_repelled;
1406 op->path_denied |= change->path_denied; 1301 op->path_denied |= change->path_denied;
1454 * to cast. So convert that to into a spell and put it into 1349 * to cast. So convert that to into a spell and put it into
1455 * this object. 1350 * this object.
1456 */ 1351 */
1457 if (op->type == HORN || op->type == POTION) 1352 if (op->type == HORN || op->type == POTION)
1458 { 1353 {
1459 object *tmp_obj;
1460
1461 /* Remove any spells this object currently has in it */ 1354 /* Remove any spells this object currently has in it */
1462 while (op->inv)
1463 op->inv->destroy (); 1355 op->destroy_inv (false);
1464 1356
1465 tmp_obj = arch_to_object (change->other_arch); 1357 object *tmp = arch_to_object (change->other_arch);
1466 insert_ob_in_ob (tmp_obj, op); 1358 insert_ob_in_ob (tmp, op);
1467 } 1359 }
1468 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1469 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1470 } 1362 }
1471 1363
1590 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1591 else 1483 else
1592 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1593 1485
1594 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1595 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1596 return !neg; 1488 return !neg;
1597 1489
1598 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1599 * everything is allowed except what we match 1491 * everything is allowed except what we match
1600 */ 1492 */
1676#if 1 1568#if 1
1677 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1678#endif 1570#endif
1679 return; 1571 return;
1680 } 1572 }
1681 if (!strcmp (art->item->name, "NONE")) 1573
1574 if (art->item->name == shstr_NONE)
1682 return; 1575 return;
1576
1683 if (FABS (op->magic) < art->item->magic) 1577 if (fabs (op->magic) < art->item->magic)
1684 continue; /* Not magic enough to be this item */ 1578 continue; /* Not magic enough to be this item */
1685 1579
1686 /* Map difficulty not high enough */ 1580 /* Map difficulty not high enough */
1687 if (difficulty < art->difficulty) 1581 if (difficulty < art->difficulty)
1688 continue; 1582 continue;
1739 item->level = donor->level; 1633 item->level = donor->level;
1740 1634
1741 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1742 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1743 item->type = POISON; 1637 item->type = POISON;
1638
1744 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1745 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -1 * item->stats.food;
1641
1746 SET_FLAG (item, FLAG_NO_STEAL); 1642 SET_FLAG (item, FLAG_NO_STEAL);
1747 } 1643 }
1748} 1644}
1749 1645
1750/* special_potion() - so that old potion code is still done right. */ 1646/* special_potion() - so that old potion code is still done right. */
1787free_artifact (artifact *at) 1683free_artifact (artifact *at)
1788{ 1684{
1789 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1790 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1791 1687
1792 at->item->destroy (1); 1688 at->item->destroy ();
1793 1689
1794 sfree (at); 1690 sfree (at);
1795} 1691}
1796 1692
1797void 1693void

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