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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.53 by root, Sat Apr 21 16:56:30 2007 UTC vs.
Revision 1.86 by root, Mon Oct 12 14:00:57 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)
242 op->deactivate_recursive (); 253 {
254 op->destroy ();
255 return;
256 }
257
243 op->expand_tail (); 258 op->expand_tail ();
244 259
245 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
246 op->destroy (); 261 op->destroy ();
247 else 262 else
248 { 263 {
249 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
250 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 { 269 {
255 op = creator->insert (op); 270 op = creator->insert (op);
256 271
257 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
258 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
259
260 if (flags & GT_UPDATE_INV)
261 if (object *tmp = creator->in_player ())
262 esrv_send_item (tmp, op);
263 } 274 }
264} 275}
265 276
266/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
267 * in the generated object 278 * in the generated object
296 else 307 else
297 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
298 } 309 }
299 else 310 else
300 { 311 {
301 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
302 { 313 {
303 object *tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
304 315
305 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
306 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
353 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
354 } 365 }
355 else if (t->nrof) 366 else if (t->nrof)
356 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
357 } 368 }
358 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
359 { 370 {
360 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = arch_to_object (t->item))
361 { 372 {
362 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
363 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
365 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
366 change_treasure (t, tmp); 377 change_treasure (t, tmp);
367 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
368 } 379 }
369 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
370} 387}
371 388
372/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
373 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
374 * have been made. It is really in place to prevent infinite loops with 391 * have been made. It is really in place to prevent infinite loops with
387 { 404 {
388 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
389 return; 406 return;
390 } 407 }
391 408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
392 if (tl->total_chance) 418 if (tl->total_chance)
393 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
394 else 420 else
395 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
396} 422}
416 442
417 if (ob->inv) 443 if (ob->inv)
418 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
419 445
420 ob->destroy (); 446 ob->destroy ();
447
421 return tmp; 448 return tmp;
422} 449}
423 450
424/* 451/*
425 * This is a new way of calculating the chance for an item to have 452 * This is a new way of calculating the chance for an item to have
471 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
472 */ 499 */
473int 500int
474level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
475{ 502{
476 int olevel = 0;
477
478 if (!op->inv) 503 if (!op->inv)
479 { 504 {
480 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
481 return 0; 506 return 0;
482 } 507 }
483 508
484 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
485 510
486 if (olevel <= 0) 511 if (olevel <= 0)
487 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
488 513
489 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
490 olevel = MAXLEVEL;
491
492 return olevel;
493} 515}
494 516
495/* 517/*
496 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
497 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
553 575
554 op->magic = magic; 576 op->magic = magic;
555 if (op->arch) 577 if (op->arch)
556 { 578 {
557 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
558 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
559 581
560 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
561 magic = (-magic); 583 magic = (-magic);
584
562 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
563 } 586 }
564 else 587 else
565 { 588 {
566 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
567 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
568 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
569 magic = (-magic); 593 magic = (-magic);
594
570 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
571 } 596 }
572} 597}
573 598
574/* 599/*
629 case 2: 654 case 2:
630 case 3: 655 case 3:
631 case 4: 656 case 4:
632 case 5: 657 case 5:
633 case 6: 658 case 6:
634 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
635 break; 660 break;
636 661
637 case 7: 662 case 7:
638 op->stats.dam += bonus; 663 op->stats.dam += bonus;
639 break; 664 break;
803 ARG_INT (flags))) 828 ARG_INT (flags)))
804 return; 829 return;
805 830
806 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
807 { 832 {
808 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
809 { 834 {
810 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
811 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
812 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
813 } 838 }
818 843
819 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
820 845
821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN 847 || op->type == HORN
823 || 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 */
824 * used for shop_floors or treasures */
825 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
826 } 850 }
827 851
828 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
829 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
871 { 895 {
872 if (op->type == POTION) 896 if (op->type == POTION)
873 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
874 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
875 { 899 {
876 object *tmp;
877
878 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
879 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
880 op->stats.sp = 0; 902 op->stats.sp = 0;
881 } 903 }
882 } 904 }
883 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
941 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
942 break; 964 break;
943 } 965 }
944 966
945 case AMULET: 967 case AMULET:
946 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
947 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
948 970
949 case RING: 971 case RING:
950 if (op->arch == NULL)
951 {
952 op->destroy ();
953 op = 0;
954 break;
955 }
956
957 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
958 break; 973 break;
959 974
960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
961 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
962 977
982 op->value *= 5; 997 op->value *= 5;
983 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
984 } 999 }
985 } 1000 }
986 1001
987 if (GET_ANIM_ID (op)) 1002 if (op->animation_id)
988 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1003 op->set_anim_frame (rndm (op->anim_frames ()));
989 1004
990 break; 1005 break;
991 1006
992 case BOOK: 1007 case BOOK:
993 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1115 * Allocate and return the pointer to an empty artifactlist structure. 1130 * Allocate and return the pointer to an empty artifactlist structure.
1116 */ 1131 */
1117static artifactlist * 1132static artifactlist *
1118get_empty_artifactlist (void) 1133get_empty_artifactlist (void)
1119{ 1134{
1120 return salloc0 <artifactlist> (); 1135 return salloc0<artifactlist> ();
1121} 1136}
1122 1137
1123/* 1138/*
1124 * Allocate and return the pointer to an empty artifact structure. 1139 * Allocate and return the pointer to an empty artifact structure.
1125 */ 1140 */
1126static artifact * 1141static artifact *
1127get_empty_artifact (void) 1142get_empty_artifact (void)
1128{ 1143{
1129 return salloc0 <artifact> (); 1144 return salloc0<artifact> ();
1130} 1145}
1131 1146
1132/* 1147/*
1133 * Searches the artifact lists and returns one that has the same type 1148 * Searches the artifact lists and returns one that has the same type
1134 * of objects on it. 1149 * of objects on it.
1139 for (artifactlist *al = first_artifactlist; al; al = al->next) 1154 for (artifactlist *al = first_artifactlist; al; al = al->next)
1140 if (al->type == type) 1155 if (al->type == type)
1141 return al; 1156 return al;
1142 1157
1143 return 0; 1158 return 0;
1144}
1145
1146/*
1147 * For debugging purposes. Dumps all tables.
1148 */
1149void
1150dump_artifacts (void)
1151{
1152 artifactlist *al;
1153 artifact *art;
1154 linked_char *next;
1155
1156 fprintf (logfile, "\n");
1157 for (al = first_artifactlist; al != NULL; al = al->next)
1158 {
1159 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1160 for (art = al->items; art != NULL; art = art->next)
1161 {
1162 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1163 if (art->allowed != NULL)
1164 {
1165 fprintf (logfile, "\tallowed combinations:");
1166 for (next = art->allowed; next != NULL; next = next->next)
1167 fprintf (logfile, "%s,", &next->name);
1168 fprintf (logfile, "\n");
1169 }
1170 }
1171 }
1172 fprintf (logfile, "\n");
1173}
1174
1175/*
1176 * For debugging purposes. Dumps all treasures recursively (see below).
1177 */
1178void
1179dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1180{
1181 treasurelist *tl;
1182 int i;
1183
1184 if (depth > 100)
1185 return;
1186
1187 while (t)
1188 {
1189 if (t->name)
1190 {
1191 for (i = 0; i < depth; i++)
1192 fprintf (logfile, " ");
1193
1194 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195
1196 tl = treasurelist::find (t->name);
1197 if (tl)
1198 dump_monster_treasure_rec (name, tl->items, depth + 2);
1199
1200 for (i = 0; i < depth; i++)
1201 fprintf (logfile, " ");
1202
1203 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1204 }
1205 else
1206 {
1207 for (i = 0; i < depth; i++)
1208 fprintf (logfile, " ");
1209
1210 if (t->item && t->item->clone.type == FLESH)
1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1212 else
1213 fprintf (logfile, "%s\n", &t->item->clone.name);
1214 }
1215
1216 if (t->next_yes)
1217 {
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, " (if yes)\n");
1222 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1223 }
1224
1225 if (t->next_no)
1226 {
1227 for (i = 0; i < depth; i++)
1228 fprintf (logfile, " ");
1229
1230 fprintf (logfile, " (if no)\n");
1231 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1232 }
1233
1234 t = t->next;
1235 }
1236}
1237
1238/*
1239 * For debugging purposes. Dumps all treasures for a given monster.
1240 * Created originally by Raphael Quinet for debugging the alchemy code.
1241 */
1242void
1243dump_monster_treasure (const char *name)
1244{
1245 archetype *at;
1246 int found;
1247
1248 found = 0;
1249 fprintf (logfile, "\n");
1250
1251 for (at = first_archetype; at != NULL; at = at->next)
1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1253 {
1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1255 if (at->clone.randomitems != NULL)
1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1257 else
1258 fprintf (logfile, "(nothing)\n");
1259
1260 fprintf (logfile, "\n");
1261 found++;
1262 }
1263
1264 if (found == 0)
1265 fprintf (logfile, "No objects have the name %s!\n\n", name);
1266} 1159}
1267 1160
1268/* 1161/*
1269 * Builds up the lists of artifacts from the file in the libdir. 1162 * Builds up the lists of artifacts from the file in the libdir.
1270 */ 1163 */
1284 sprintf (filename, "%s/artifacts", settings.datadir); 1177 sprintf (filename, "%s/artifacts", settings.datadir);
1285 object_thawer f (filename); 1178 object_thawer f (filename);
1286 1179
1287 if (!f) 1180 if (!f)
1288 return; 1181 return;
1289
1290 f.next ();
1291 1182
1292 for (;;) 1183 for (;;)
1293 { 1184 {
1294 switch (f.kw) 1185 switch (f.kw)
1295 { 1186 {
1399#endif 1290#endif
1400 op->face = change->face; 1291 op->face = change->face;
1401 } 1292 }
1402 1293
1403 for (i = 0; i < NUM_STATS; i++) 1294 for (i = 0; i < NUM_STATS; i++)
1404 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1295 change_attr_value (&(op->stats), i, change->stats.stat (i));
1405 1296
1406 op->attacktype |= change->attacktype; 1297 op->attacktype |= change->attacktype;
1407 op->path_attuned |= change->path_attuned; 1298 op->path_attuned |= change->path_attuned;
1408 op->path_repelled |= change->path_repelled; 1299 op->path_repelled |= change->path_repelled;
1409 op->path_denied |= change->path_denied; 1300 op->path_denied |= change->path_denied;
1457 * to cast. So convert that to into a spell and put it into 1348 * to cast. So convert that to into a spell and put it into
1458 * this object. 1349 * this object.
1459 */ 1350 */
1460 if (op->type == HORN || op->type == POTION) 1351 if (op->type == HORN || op->type == POTION)
1461 { 1352 {
1462 object *tmp_obj;
1463
1464 /* Remove any spells this object currently has in it */ 1353 /* Remove any spells this object currently has in it */
1465 while (op->inv)
1466 op->inv->destroy (); 1354 op->destroy_inv (false);
1467 1355
1468 tmp_obj = arch_to_object (change->other_arch); 1356 object *tmp = arch_to_object (change->other_arch);
1469 insert_ob_in_ob (tmp_obj, op); 1357 insert_ob_in_ob (tmp, op);
1470 } 1358 }
1471 /* No harm setting this for potions/horns */ 1359 /* No harm setting this for potions/horns */
1472 op->other_arch = change->other_arch; 1360 op->other_arch = change->other_arch;
1473 } 1361 }
1474 1362
1593 name = tmp->name + 1, neg = 1; 1481 name = tmp->name + 1, neg = 1;
1594 else 1482 else
1595 name = tmp->name, neg = 0; 1483 name = tmp->name, neg = 0;
1596 1484
1597 /* If we match name, then return the opposite of 'neg' */ 1485 /* If we match name, then return the opposite of 'neg' */
1598 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1486 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1599 return !neg; 1487 return !neg;
1600 1488
1601 /* Set success as true, since if the match was an inverse, it means 1489 /* Set success as true, since if the match was an inverse, it means
1602 * everything is allowed except what we match 1490 * everything is allowed except what we match
1603 */ 1491 */
1679#if 1 1567#if 1
1680 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1568 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1681#endif 1569#endif
1682 return; 1570 return;
1683 } 1571 }
1684 if (!strcmp (art->item->name, "NONE")) 1572
1573 if (art->item->name == shstr_NONE)
1685 return; 1574 return;
1575
1686 if (FABS (op->magic) < art->item->magic) 1576 if (fabs (op->magic) < art->item->magic)
1687 continue; /* Not magic enough to be this item */ 1577 continue; /* Not magic enough to be this item */
1688 1578
1689 /* Map difficulty not high enough */ 1579 /* Map difficulty not high enough */
1690 if (difficulty < art->difficulty) 1580 if (difficulty < art->difficulty)
1691 continue; 1581 continue;
1742 item->level = donor->level; 1632 item->level = donor->level;
1743 1633
1744 /* if donor has some attacktypes, the flesh is poisonous */ 1634 /* if donor has some attacktypes, the flesh is poisonous */
1745 if (donor->attacktype & AT_POISON) 1635 if (donor->attacktype & AT_POISON)
1746 item->type = POISON; 1636 item->type = POISON;
1637
1747 if (donor->attacktype & AT_ACID) 1638 if (donor->attacktype & AT_ACID)
1748 item->stats.hp = -1 * item->stats.food; 1639 item->stats.hp = -1 * item->stats.food;
1640
1749 SET_FLAG (item, FLAG_NO_STEAL); 1641 SET_FLAG (item, FLAG_NO_STEAL);
1750 } 1642 }
1751} 1643}
1752 1644
1753/* special_potion() - so that old potion code is still done right. */ 1645/* special_potion() - so that old potion code is still done right. */
1790free_artifact (artifact *at) 1682free_artifact (artifact *at)
1791{ 1683{
1792 if (at->next) free_artifact (at->next); 1684 if (at->next) free_artifact (at->next);
1793 if (at->allowed) free_charlinks (at->allowed); 1685 if (at->allowed) free_charlinks (at->allowed);
1794 1686
1795 at->item->destroy (1); 1687 at->item->destroy ();
1796 1688
1797 sfree (at); 1689 sfree (at);
1798} 1690}
1799 1691
1800void 1692void

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