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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.54 by root, Sat Apr 21 17:34:23 2007 UTC vs.
Revision 1.100 by root, Sat Jan 16 13:41:37 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 (©) 2002,2007 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>
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)
253 {
254 op->destroy ();
255 return;
256 }
257
242 op->expand_tail (); 258 op->expand_tail ();
243 259
244 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
245 op->destroy (); 261 op->destroy ();
246 else 262 else
247 { 263 {
248 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
249 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);
253 { 269 {
254 op = creator->insert (op); 270 op = creator->insert (op);
255 271
256 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
257 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
258
259 if (flags & GT_UPDATE_INV)
260 if (object *tmp = creator->in_player ())
261 esrv_send_item (tmp, op);
262 } 274 }
263} 275}
264 276
265/* 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
266 * in the generated object 278 * in the generated object
295 else 307 else
296 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);
297 } 309 }
298 else 310 else
299 { 311 {
300 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
301 { 313 {
302 object *tmp = arch_to_object (t->item); 314 object *tmp = t->item->instance ();
303 315
304 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
305 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
306 318
307 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
352 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
353 } 365 }
354 else if (t->nrof) 366 else if (t->nrof)
355 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
356 } 368 }
357 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
358 { 370 {
359 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = t->item->instance ())
360 { 372 {
361 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
363 375
364 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 change_treasure (t, tmp); 377 change_treasure (t, tmp);
366 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
367 } 379 }
368 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
369} 387}
370 388
371/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
372 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
373 * 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
386 { 404 {
387 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
388 return; 406 return;
389 } 407 }
390 408
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
391 if (tl->total_chance) 418 if (tl->total_chance)
392 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
393 else 420 else
394 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
395} 422}
415 442
416 if (ob->inv) 443 if (ob->inv)
417 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
418 445
419 ob->destroy (); 446 ob->destroy ();
447
420 return tmp; 448 return tmp;
421} 449}
422 450
423/* 451/*
424 * 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
467 * 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)
468 * 496 *
469 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
470 * 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.
471 */ 499 */
472int 500static int
473level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
474{ 502{
475 int olevel = 0;
476
477 if (!op->inv) 503 if (!op->inv)
478 { 504 {
479 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);
480 return 0; 506 return 0;
481 } 507 }
482 508
483 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
484 510
485 if (olevel <= 0) 511 if (olevel <= 0)
486 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
487 513
488 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
489 olevel = MAXLEVEL;
490
491 return olevel;
492} 515}
493 516
494/* 517/*
495 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
496 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
499 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
500 * 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
501 * weird integer between 1-31. 524 * weird integer between 1-31.
502 * 525 *
503 */ 526 */
504int 527static int
505magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
506{ 529{
507 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
508 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
509 532
552 575
553 op->magic = magic; 576 op->magic = magic;
554 if (op->arch) 577 if (op->arch)
555 { 578 {
556 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
557 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
558 581
559 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 */
560 magic = (-magic); 583 magic = (-magic);
584
561 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
562 } 586 }
563 else 587 else
564 { 588 {
565 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
566 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
567 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 */
568 magic = (-magic); 593 magic = (-magic);
594
569 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
570 } 596 }
571} 597}
572 598
573/* 599/*
596 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
597 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
598 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
599 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
600 */ 626 */
601void 627static void
602set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
603{ 629{
604
605 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
606 631
607 if (op->type == AMULET) 632 if (op->type == AMULET)
608 { 633 {
609 if (!(rndm (21))) 634 if (!(rndm (21)))
628 case 2: 653 case 2:
629 case 3: 654 case 3:
630 case 4: 655 case 4:
631 case 5: 656 case 5:
632 case 6: 657 case 6:
633 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
634 break; 659 break;
635 660
636 case 7: 661 case 7:
637 op->stats.dam += bonus; 662 op->stats.dam += bonus;
638 break; 663 break;
732 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
733 * 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
734 * rings and amulets. 759 * rings and amulets.
735 * 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.
736 */ 761 */
737int 762static int
738get_magic (int diff) 763get_magic (int diff)
739{ 764{
740 int i; 765 int i;
741 766
742 if (diff < 3) 767 if (diff < 3)
745 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
746 if (rndm (diff)) 771 if (rndm (diff))
747 return i; 772 return i;
748 773
749 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;
750} 792}
751 793
752#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
753#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))
754 796
791 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
792 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
793 op->randomitems = 0; 835 op->randomitems = 0;
794 } 836 }
795 837
796 if (difficulty < 1) 838 max_it (difficulty, 1);
797 difficulty = 1;
798 839
799 if (INVOKE_OBJECT (ADD_BONUS, op, 840 if (INVOKE_OBJECT (ADD_BONUS, op,
800 ARG_OBJECT (creator != op ? creator : 0), 841 ARG_OBJECT (creator != op ? creator : 0),
801 ARG_INT (difficulty), ARG_INT (max_magic), 842 ARG_INT (difficulty), ARG_INT (max_magic),
802 ARG_INT (flags))) 843 ARG_INT (flags)))
803 return; 844 return;
804 845
805 if (!(flags & GT_MINIMAL)) 846 if (!(flags & GT_MINIMAL))
806 { 847 {
807 if (op->arch == crown_arch) 848 if (IS_ARCH (op->arch, crown))
808 { 849 {
809 set_magic (difficulty, op, max_magic, flags); 850 set_magic (difficulty, op, max_magic, flags);
810 num_enchantments = calc_item_power (op, 1); 851 num_enchantments = calc_item_power (op, 1);
811 generate_artifact (op, difficulty); 852 generate_artifact (op, difficulty);
812 } 853 }
817 858
818 num_enchantments = calc_item_power (op, 1); 859 num_enchantments = calc_item_power (op, 1);
819 860
820 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 861 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
821 || op->type == HORN 862 || op->type == HORN
822 || 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 */
823 * used for shop_floors or treasures */
824 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
825 } 865 }
826 866
827 /* Object was made an artifact. Calculate its item_power rating. 867 /* Object was made an artifact. Calculate its item_power rating.
828 * the item_power in the object is what the artfiact adds. 868 * the item_power in the object is what the artfiact adds.
862 * again below */ 902 * again below */
863 } 903 }
864 } 904 }
865 905
866 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
867 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
868 908
869 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
870 { 910 {
871 if (op->type == POTION) 911 if (op->type == POTION)
872 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
873 if (op->stats.sp && !op->randomitems) 913 if (op->stats.sp && !op->randomitems)
874 { 914 {
875 object *tmp;
876
877 tmp = get_archetype (spell_mapping[op->stats.sp]); 915 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
878 insert_ob_in_ob (tmp, op); 916 insert_ob_in_ob (tmp, op);
879 op->stats.sp = 0; 917 op->stats.sp = 0;
880 } 918 }
881 } 919 }
882 else if (!op->title) /* Only modify object if not special */ 920 else if (!op->title) /* Only modify object if not special */
905 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
906 944
907 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
908 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
909 { 947 {
910 object *tmp;
911
912 tmp = get_archetype (spell_mapping[op->stats.sp]); 948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
913 insert_ob_in_ob (tmp, op); 949 insert_ob_in_ob (tmp, op);
914 op->stats.sp = 0; 950 op->stats.sp = 0;
915 } 951 }
916 952
917 while (!(is_special = special_potion (op)) && !op->inv) 953 while (!(is_special = special_potion (op)) && !op->inv)
925 * since the value set on those is already correct. 961 * since the value set on those is already correct.
926 */ 962 */
927 if (op->inv && op->randomitems) 963 if (op->inv && op->randomitems)
928 { 964 {
929 /* value multiplier is same as for scrolls */ 965 /* value multiplier is same as for scrolls */
930 op->value = (op->value * op->inv->value); 966 op->value *= op->inv->value;
931 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
932 } 968 }
933 else 969 else
934 { 970 {
935 op->name = "potion"; 971 op->name = "potion";
936 op->name_pl = "potions"; 972 op->name_pl = "potions";
937 } 973 }
938 974
939 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
940 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
977
941 break; 978 break;
942 } 979 }
943 980
944 case AMULET: 981 case AMULET:
945 if (op->arch == amulet_arch) 982 if (IS_ARCH (op->arch, amulet))
946 op->value *= 5; /* Since it's not just decoration */ 983 op->value *= 5; /* Since it's not just decoration */
947 984
948 case RING: 985 case RING:
949 if (op->arch == NULL)
950 {
951 op->destroy ();
952 op = 0;
953 break;
954 }
955
956 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! */
957 break; 987 break;
958 988
959 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
960 SET_FLAG (op, FLAG_CURSED); 990 SET_FLAG (op, FLAG_CURSED);
961 991
981 op->value *= 5; 1011 op->value *= 5;
982 set_ring_bonus (op, d); 1012 set_ring_bonus (op, d);
983 } 1013 }
984 } 1014 }
985 1015
986 if (GET_ANIM_ID (op)) 1016 if (op->animation_id)
987 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1017 op->set_anim_frame (rndm (op->anim_frames ()));
988 1018
989 break; 1019 break;
990 1020
991 case BOOK: 1021 case BOOK:
992 /* Is it an empty book?, if yes lets make a special· 1022 /* Is it an empty book?, if yes lets make a special·
1007 op->level = rndm (creator->level); 1037 op->level = rndm (creator->level);
1008 1038
1009 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);
1010 /* books w/ info are worth more! */ 1040 /* books w/ info are worth more! */
1011 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));
1012 /* creator related stuff */
1013
1014 /* for library, chained books. Note that some monsters have no_pick
1015 * set - we don't want to set no pick in that case.
1016 */
1017 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = creator->slaying;
1021 1042
1022 /* add exp so reading it gives xp (once) */ 1043 /* add exp so reading it gives xp (once) */
1023 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;
1024 } 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;
1025 break; 1056 break;
1026 1057
1027 case SPELLBOOK: 1058 case SPELLBOOK:
1028 op->value = op->value * op->inv->value; 1059 op->value = op->value * op->inv->value;
1029 /* add exp so learning gives xp */ 1060 /* add exp so learning gives xp */
1063 * 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.
1064 */ 1095 */
1065 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);
1066 /* 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 */
1067 if (op->stats.maxhp) 1098 if (op->stats.maxhp)
1068 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);
1069 else 1100 else
1070 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);
1071 1102
1072 op->stats.hp = op->stats.maxhp; 1103 op->stats.hp = op->stats.maxhp;
1073 break; 1104 break;
1074 1105
1075 case SCROLL: 1106 case SCROLL:
1112 1143
1113/* 1144/*
1114 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1115 */ 1146 */
1116static artifactlist * 1147static artifactlist *
1117get_empty_artifactlist (void) 1148get_empty_artifactlist ()
1118{ 1149{
1119 return salloc0 <artifactlist> (); 1150 return salloc0<artifactlist> ();
1120} 1151}
1121 1152
1122/* 1153/*
1123 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1124 */ 1155 */
1125static artifact * 1156static artifact *
1126get_empty_artifact (void) 1157get_empty_artifact ()
1127{ 1158{
1128 return salloc0 <artifact> (); 1159 return salloc0<artifact> ();
1129} 1160}
1130 1161
1131/* 1162/*
1132 * 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
1133 * of objects on it. 1164 * of objects on it.
1141 1172
1142 return 0; 1173 return 0;
1143} 1174}
1144 1175
1145/* 1176/*
1146 * For debugging purposes. Dumps all tables. 1177 * Builds up the lists of artifacts from the file in the libdir.
1147 */ 1178 */
1148void 1179void
1149dump_artifacts (void)
1150{
1151 artifactlist *al;
1152 artifact *art;
1153 linked_char *next;
1154
1155 fprintf (logfile, "\n");
1156 for (al = first_artifactlist; al != NULL; al = al->next)
1157 {
1158 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1159 for (art = al->items; art != NULL; art = art->next)
1160 {
1161 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1162 if (art->allowed != NULL)
1163 {
1164 fprintf (logfile, "\tallowed combinations:");
1165 for (next = art->allowed; next != NULL; next = next->next)
1166 fprintf (logfile, "%s,", &next->name);
1167 fprintf (logfile, "\n");
1168 }
1169 }
1170 }
1171 fprintf (logfile, "\n");
1172}
1173
1174/*
1175 * For debugging purposes. Dumps all treasures recursively (see below).
1176 */
1177void
1178dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1179{
1180 treasurelist *tl;
1181 int i;
1182
1183 if (depth > 100)
1184 return;
1185
1186 while (t)
1187 {
1188 if (t->name)
1189 {
1190 for (i = 0; i < depth; i++)
1191 fprintf (logfile, " ");
1192
1193 fprintf (logfile, "{ (list: %s)\n", &t->name);
1194
1195 tl = treasurelist::find (t->name);
1196 if (tl)
1197 dump_monster_treasure_rec (name, tl->items, depth + 2);
1198
1199 for (i = 0; i < depth; i++)
1200 fprintf (logfile, " ");
1201
1202 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1203 }
1204 else
1205 {
1206 for (i = 0; i < depth; i++)
1207 fprintf (logfile, " ");
1208
1209 if (t->item && t->item->clone.type == FLESH)
1210 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1211 else
1212 fprintf (logfile, "%s\n", &t->item->clone.name);
1213 }
1214
1215 if (t->next_yes)
1216 {
1217 for (i = 0; i < depth; i++)
1218 fprintf (logfile, " ");
1219
1220 fprintf (logfile, " (if yes)\n");
1221 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1222 }
1223
1224 if (t->next_no)
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 fprintf (logfile, " (if no)\n");
1230 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1231 }
1232
1233 t = t->next;
1234 }
1235}
1236
1237/*
1238 * For debugging purposes. Dumps all treasures for a given monster.
1239 * Created originally by Raphael Quinet for debugging the alchemy code.
1240 */
1241void
1242dump_monster_treasure (const char *name)
1243{
1244 archetype *at;
1245 int found;
1246
1247 found = 0;
1248 fprintf (logfile, "\n");
1249
1250 for (at = first_archetype; at != NULL; at = at->next)
1251 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1252 {
1253 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1254 if (at->clone.randomitems != NULL)
1255 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1256 else
1257 fprintf (logfile, "(nothing)\n");
1258
1259 fprintf (logfile, "\n");
1260 found++;
1261 }
1262
1263 if (found == 0)
1264 fprintf (logfile, "No objects have the name %s!\n\n", name);
1265}
1266
1267/*
1268 * Builds up the lists of artifacts from the file in the libdir.
1269 */
1270void
1271init_artifacts (void) 1180init_artifacts ()
1272{ 1181{
1273 static int has_been_inited = 0; 1182 static int has_been_inited = 0;
1274 char filename[MAX_BUF]; 1183 char filename[MAX_BUF];
1275 artifact *art = NULL; 1184 artifact *art = NULL;
1276 artifactlist *al; 1185 artifactlist *al;
1284 object_thawer f (filename); 1193 object_thawer f (filename);
1285 1194
1286 if (!f) 1195 if (!f)
1287 return; 1196 return;
1288 1197
1289 f.next ();
1290
1291 for (;;) 1198 for (;;)
1292 { 1199 {
1293 switch (f.kw) 1200 switch (f.kw)
1294 { 1201 {
1295 case KW_allowed: 1202 case KW_allowed:
1298 1205
1299 { 1206 {
1300 if (!strcmp (f.get_str (), "all")) 1207 if (!strcmp (f.get_str (), "all"))
1301 break; 1208 break;
1302 1209
1303 char *next, *cp = f.get_str (); 1210 const char *cp = f.get_str ();
1304 1211 char *next;
1305 do 1212 do
1306 { 1213 {
1307 if ((next = strchr (cp, ','))) 1214 if ((next = (char *)strchr (cp, ',')))
1308 *next++ = '\0'; 1215 *next++ = '\0';
1309 1216
1310 linked_char *tmp = new linked_char; 1217 linked_char *tmp = new linked_char;
1311 1218
1312 tmp->name = cp; 1219 tmp->name = cp;
1398#endif 1305#endif
1399 op->face = change->face; 1306 op->face = change->face;
1400 } 1307 }
1401 1308
1402 for (i = 0; i < NUM_STATS; i++) 1309 for (i = 0; i < NUM_STATS; i++)
1403 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1310 change_attr_value (&(op->stats), i, change->stats.stat (i));
1404 1311
1405 op->attacktype |= change->attacktype; 1312 op->attacktype |= change->attacktype;
1406 op->path_attuned |= change->path_attuned; 1313 op->path_attuned |= change->path_attuned;
1407 op->path_repelled |= change->path_repelled; 1314 op->path_repelled |= change->path_repelled;
1408 op->path_denied |= change->path_denied; 1315 op->path_denied |= change->path_denied;
1456 * 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
1457 * this object. 1364 * this object.
1458 */ 1365 */
1459 if (op->type == HORN || op->type == POTION) 1366 if (op->type == HORN || op->type == POTION)
1460 { 1367 {
1461 object *tmp_obj;
1462
1463 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1464 while (op->inv)
1465 op->inv->destroy (); 1369 op->destroy_inv (false);
1466 1370
1467 tmp_obj = arch_to_object (change->other_arch); 1371 object *tmp = change->other_arch->instance ();
1468 insert_ob_in_ob (tmp_obj, op); 1372 insert_ob_in_ob (tmp, op);
1469 } 1373 }
1470 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1471 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1472 } 1376 }
1473 1377
1558 op->value *= change->value; 1462 op->value *= change->value;
1559 1463
1560 if (change->materials) 1464 if (change->materials)
1561 op->materials = change->materials; 1465 op->materials = change->materials;
1562 1466
1563 if (change->materialname) 1467 if (change->material != MATERIAL_NULL)
1564 op->materialname = change->materialname; 1468 op->material = change->material;
1565 1469
1566 if (change->slaying) 1470 if (change->slaying)
1567 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1568 1472
1569 if (change->race) 1473 if (change->race)
1592 name = tmp->name + 1, neg = 1; 1496 name = tmp->name + 1, neg = 1;
1593 else 1497 else
1594 name = tmp->name, neg = 0; 1498 name = tmp->name, neg = 0;
1595 1499
1596 /* If we match name, then return the opposite of 'neg' */ 1500 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1501 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1598 return !neg; 1502 return !neg;
1599 1503
1600 /* Set success as true, since if the match was an inverse, it means 1504 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match 1505 * everything is allowed except what we match
1602 */ 1506 */
1678#if 1 1582#if 1
1679 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1583 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1680#endif 1584#endif
1681 return; 1585 return;
1682 } 1586 }
1683 if (!strcmp (art->item->name, "NONE")) 1587
1588 if (art->item->name == shstr_NONE)
1684 return; 1589 return;
1590
1685 if (FABS (op->magic) < art->item->magic) 1591 if (fabs (op->magic) < art->item->magic)
1686 continue; /* Not magic enough to be this item */ 1592 continue; /* Not magic enough to be this item */
1687 1593
1688 /* Map difficulty not high enough */ 1594 /* Map difficulty not high enough */
1689 if (difficulty < art->difficulty) 1595 if (difficulty < art->difficulty)
1690 continue; 1596 continue;
1741 item->level = donor->level; 1647 item->level = donor->level;
1742 1648
1743 /* if donor has some attacktypes, the flesh is poisonous */ 1649 /* if donor has some attacktypes, the flesh is poisonous */
1744 if (donor->attacktype & AT_POISON) 1650 if (donor->attacktype & AT_POISON)
1745 item->type = POISON; 1651 item->type = POISON;
1652
1746 if (donor->attacktype & AT_ACID) 1653 if (donor->attacktype & AT_ACID)
1747 item->stats.hp = -1 * item->stats.food; 1654 item->stats.hp = -1 * item->stats.food;
1655
1748 SET_FLAG (item, FLAG_NO_STEAL); 1656 SET_FLAG (item, FLAG_NO_STEAL);
1749 } 1657 }
1750} 1658}
1751 1659
1752/* special_potion() - so that old potion code is still done right. */ 1660static void
1753int
1754special_potion (object *op)
1755{
1756 if (op->attacktype)
1757 return 1;
1758
1759 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1760 return 1;
1761
1762 for (int i = 0; i < NROFATTACKS; i++)
1763 if (op->resist[i])
1764 return 1;
1765
1766 return 0;
1767}
1768
1769void
1770free_treasurestruct (treasure *t) 1661free_treasurestruct (treasure *t)
1771{ 1662{
1772 if (t->next) free_treasurestruct (t->next); 1663 if (t->next) free_treasurestruct (t->next);
1773 if (t->next_yes) free_treasurestruct (t->next_yes); 1664 if (t->next_yes) free_treasurestruct (t->next_yes);
1774 if (t->next_no) free_treasurestruct (t->next_no); 1665 if (t->next_no) free_treasurestruct (t->next_no);
1775 1666
1776 delete t; 1667 delete t;
1777} 1668}
1778 1669
1779void 1670static void
1780free_charlinks (linked_char *lc) 1671free_charlinks (linked_char *lc)
1781{ 1672{
1782 if (lc->next) 1673 if (lc->next)
1783 free_charlinks (lc->next); 1674 free_charlinks (lc->next);
1784 1675
1785 delete lc; 1676 delete lc;
1786} 1677}
1787 1678
1788void 1679static void
1789free_artifact (artifact *at) 1680free_artifact (artifact *at)
1790{ 1681{
1791 if (at->next) free_artifact (at->next); 1682 if (at->next) free_artifact (at->next);
1792 if (at->allowed) free_charlinks (at->allowed); 1683 if (at->allowed) free_charlinks (at->allowed);
1793 1684
1794 at->item->destroy (1); 1685 at->item->destroy ();
1795 1686
1796 sfree (at); 1687 sfree (at);
1797} 1688}
1798 1689
1799void
1800free_artifactlist (artifactlist *al)
1801{
1802 artifactlist *nextal;
1803
1804 for (al = first_artifactlist; al; al = nextal)
1805 {
1806 nextal = al->next;
1807
1808 if (al->items)
1809 free_artifact (al->items);
1810
1811 sfree (al);
1812 }
1813}
1814
1815void
1816free_all_treasures (void)
1817{
1818 treasurelist *tl, *next;
1819
1820 for (tl = first_treasurelist; tl; tl = next)
1821 {
1822 clear (tl);
1823
1824 next = tl->next;
1825 delete tl;
1826 }
1827
1828 free_artifactlist (first_artifactlist);
1829}

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