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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.63 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.101 by root, Fri Mar 26 00:59:20 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <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 */
244 return; 255 return;
245 } 256 }
246 257
247 op->expand_tail (); 258 op->expand_tail ();
248 259
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
250 op->destroy (); 261 op->destroy ();
251 else 262 else
252 { 263 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
254 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);
258 { 269 {
259 op = creator->insert (op); 270 op = creator->insert (op);
260 271
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
262 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 } 274 }
268} 275}
269 276
270/* 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
271 * in the generated object 278 * in the generated object
302 } 309 }
303 else 310 else
304 { 311 {
305 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 313 {
307 object *tmp = arch_to_object (t->item); 314 object *tmp = t->item->instance ();
308 315
309 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
311 318
312 fix_generated_item (tmp, op, difficulty, t->magic, flag); 319 fix_generated_item (tmp, op, difficulty, t->magic, flag);
359 else if (t->nrof) 366 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 368 }
362 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 370 {
364 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = t->item->instance ())
365 { 372 {
366 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
368 375
369 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
435 442
436 if (ob->inv) 443 if (ob->inv)
437 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
438 445
439 ob->destroy (); 446 ob->destroy ();
447
440 return tmp; 448 return tmp;
441} 449}
442 450
443/* 451/*
444 * 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
487 * 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)
488 * 496 *
489 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
490 * 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.
491 */ 499 */
492int 500static int
493level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
494{ 502{
495 int olevel = 0;
496
497 if (!op->inv) 503 if (!op->inv)
498 { 504 {
499 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);
500 return 0; 506 return 0;
501 } 507 }
502 508
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 510
505 if (olevel <= 0) 511 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
507 513
508 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 515}
513 516
514/* 517/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
519 * elmex Thu Aug 10 18:45:44 CEST 2006: 522 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * 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
521 * weird integer between 1-31. 524 * weird integer between 1-31.
522 * 525 *
523 */ 526 */
524int 527static int
525magic_from_difficulty (int difficulty) 528magic_from_difficulty (int difficulty)
526{ 529{
527 int percent = 0, magic = 0; 530 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 531 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
529 532
576 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 581
579 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 */
580 magic = (-magic); 583 magic = (-magic);
584
581 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 586 }
583 else 587 else
584 { 588 {
585 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
587 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 */
588 magic = (-magic); 593 magic = (-magic);
594
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 596 }
591} 597}
592 598
593/* 599/*
616 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
620 */ 626 */
621void 627static void
622set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
623{ 629{
624
625 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
626 631
627 if (op->type == AMULET) 632 if (op->type == AMULET)
628 { 633 {
629 if (!(rndm (21))) 634 if (!(rndm (21)))
752 * higher is the chance of returning a low number. 757 * higher is the chance of returning a low number.
753 * 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
754 * rings and amulets. 759 * rings and amulets.
755 * 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.
756 */ 761 */
757int 762static int
758get_magic (int diff) 763get_magic (int diff)
759{ 764{
760 int i; 765 int i;
761 766
762 if (diff < 3) 767 if (diff < 3)
765 for (i = 0; i < 4; i++) 770 for (i = 0; i < 4; i++)
766 if (rndm (diff)) 771 if (rndm (diff))
767 return i; 772 return i;
768 773
769 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;
770} 792}
771 793
772#define DICE2 (get_magic(2)==2?2:1) 794#define DICE2 (get_magic(2)==2?2:1)
773#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))
774 796
811 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 833 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 /* So the treasure doesn't get created again */ 834 /* So the treasure doesn't get created again */
813 op->randomitems = 0; 835 op->randomitems = 0;
814 } 836 }
815 837
816 if (difficulty < 1) 838 max_it (difficulty, 1);
817 difficulty = 1;
818 839
819 if (INVOKE_OBJECT (ADD_BONUS, op, 840 if (INVOKE_OBJECT (ADD_BONUS, op,
820 ARG_OBJECT (creator != op ? creator : 0), 841 ARG_OBJECT (creator != op ? creator : 0),
821 ARG_INT (difficulty), ARG_INT (max_magic), 842 ARG_INT (difficulty), ARG_INT (max_magic),
822 ARG_INT (flags))) 843 ARG_INT (flags)))
823 return; 844 return;
824 845
825 if (!(flags & GT_MINIMAL)) 846 if (!(flags & GT_MINIMAL))
826 { 847 {
827 if (op->arch == crown_arch) 848 if (IS_ARCH (op->arch, crown))
828 { 849 {
829 set_magic (difficulty, op, max_magic, flags); 850 set_magic (difficulty, op, max_magic, flags);
830 num_enchantments = calc_item_power (op, 1); 851 num_enchantments = calc_item_power (op, 1);
831 generate_artifact (op, difficulty); 852 generate_artifact (op, difficulty);
832 } 853 }
837 858
838 num_enchantments = calc_item_power (op, 1); 859 num_enchantments = calc_item_power (op, 1);
839 860
840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 861 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN 862 || op->type == HORN
842 || 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 */
843 * used for shop_floors or treasures */
844 generate_artifact (op, difficulty); 864 generate_artifact (op, difficulty);
845 } 865 }
846 866
847 /* Object was made an artifact. Calculate its item_power rating. 867 /* Object was made an artifact. Calculate its item_power rating.
848 * the item_power in the object is what the artfiact adds. 868 * the item_power in the object is what the artfiact adds.
882 * again below */ 902 * again below */
883 } 903 }
884 } 904 }
885 905
886 /* materialtype modifications. Note we allow this on artifacts. */ 906 /* materialtype modifications. Note we allow this on artifacts. */
887 set_materialname (op, difficulty, NULL); 907 select_material (op, difficulty);
888 908
889 if (flags & GT_MINIMAL) 909 if (flags & GT_MINIMAL)
890 { 910 {
891 if (op->type == POTION) 911 if (op->type == POTION)
892 /* Handle healing and magic power potions */ 912 /* Handle healing and magic power potions */
893 if (op->stats.sp && !op->randomitems) 913 if (op->stats.sp && !op->randomitems)
894 { 914 {
895 object *tmp;
896
897 tmp = get_archetype (spell_mapping[op->stats.sp]); 915 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
898 insert_ob_in_ob (tmp, op); 916 insert_ob_in_ob (tmp, op);
899 op->stats.sp = 0; 917 op->stats.sp = 0;
900 } 918 }
901 } 919 }
902 else if (!op->title) /* Only modify object if not special */ 920 else if (!op->title) /* Only modify object if not special */
925 int too_many_tries = 0, is_special = 0; 943 int too_many_tries = 0, is_special = 0;
926 944
927 /* Handle healing and magic power potions */ 945 /* Handle healing and magic power potions */
928 if (op->stats.sp && !op->randomitems) 946 if (op->stats.sp && !op->randomitems)
929 { 947 {
930 object *tmp;
931
932 tmp = get_archetype (spell_mapping[op->stats.sp]); 948 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
933 insert_ob_in_ob (tmp, op); 949 insert_ob_in_ob (tmp, op);
934 op->stats.sp = 0; 950 op->stats.sp = 0;
935 } 951 }
936 952
937 while (!(is_special = special_potion (op)) && !op->inv) 953 while (!(is_special = special_potion (op)) && !op->inv)
945 * since the value set on those is already correct. 961 * since the value set on those is already correct.
946 */ 962 */
947 if (op->inv && op->randomitems) 963 if (op->inv && op->randomitems)
948 { 964 {
949 /* value multiplier is same as for scrolls */ 965 /* value multiplier is same as for scrolls */
950 op->value = (op->value * op->inv->value); 966 op->value *= op->inv->value;
951 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 967 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
952 } 968 }
953 else 969 else
954 { 970 {
955 op->name = "potion"; 971 op->name = "potion";
956 op->name_pl = "potions"; 972 op->name_pl = "potions";
957 } 973 }
958 974
959 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 975 if (!(flags & GT_ONLY_GOOD) && rndm (2))
960 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
977
961 break; 978 break;
962 } 979 }
963 980
964 case AMULET: 981 case AMULET:
965 if (op->arch == amulet_arch) 982 if (IS_ARCH (op->arch, amulet))
966 op->value *= 5; /* Since it's not just decoration */ 983 op->value *= 5; /* Since it's not just decoration */
967 984
968 case RING: 985 case RING:
969 if (op->arch == NULL)
970 {
971 op->destroy ();
972 op = 0;
973 break;
974 }
975
976 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! */
977 break; 987 break;
978 988
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 989 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED); 990 SET_FLAG (op, FLAG_CURSED);
981 991
1001 op->value *= 5; 1011 op->value *= 5;
1002 set_ring_bonus (op, d); 1012 set_ring_bonus (op, d);
1003 } 1013 }
1004 } 1014 }
1005 1015
1006 if (GET_ANIM_ID (op)) 1016 if (op->animation_id)
1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1017 op->set_anim_frame (rndm (op->anim_frames ()));
1008 1018
1009 break; 1019 break;
1010 1020
1011 case BOOK: 1021 case BOOK:
1012 /* Is it an empty book?, if yes lets make a special· 1022 /* Is it an empty book?, if yes lets make a special·
1027 op->level = rndm (creator->level); 1037 op->level = rndm (creator->level);
1028 1038
1029 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);
1030 /* books w/ info are worth more! */ 1040 /* books w/ info are worth more! */
1031 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));
1032 /* creator related stuff */
1033
1034 /* for library, chained books. Note that some monsters have no_pick
1035 * set - we don't want to set no pick in that case.
1036 */
1037 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1038 SET_FLAG (op, FLAG_NO_PICK);
1039 if (creator->slaying && !op->slaying) /* for check_inv floors */
1040 op->slaying = creator->slaying;
1041 1042
1042 /* add exp so reading it gives xp (once) */ 1043 /* add exp so reading it gives xp (once) */
1043 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;
1044 } 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;
1045 break; 1056 break;
1046 1057
1047 case SPELLBOOK: 1058 case SPELLBOOK:
1048 op->value = op->value * op->inv->value; 1059 op->value = op->value * op->inv->value;
1049 /* add exp so learning gives xp */ 1060 /* add exp so learning gives xp */
1083 * 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.
1084 */ 1095 */
1085 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);
1086 /* 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 */
1087 if (op->stats.maxhp) 1098 if (op->stats.maxhp)
1088 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);
1089 else 1100 else
1090 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);
1091 1102
1092 op->stats.hp = op->stats.maxhp; 1103 op->stats.hp = op->stats.maxhp;
1093 break; 1104 break;
1094 1105
1095 case SCROLL: 1106 case SCROLL:
1132 1143
1133/* 1144/*
1134 * Allocate and return the pointer to an empty artifactlist structure. 1145 * Allocate and return the pointer to an empty artifactlist structure.
1135 */ 1146 */
1136static artifactlist * 1147static artifactlist *
1137get_empty_artifactlist (void) 1148get_empty_artifactlist ()
1138{ 1149{
1139 return salloc0 <artifactlist> (); 1150 return salloc0<artifactlist> ();
1140} 1151}
1141 1152
1142/* 1153/*
1143 * Allocate and return the pointer to an empty artifact structure. 1154 * Allocate and return the pointer to an empty artifact structure.
1144 */ 1155 */
1145static artifact * 1156static artifact *
1146get_empty_artifact (void) 1157get_empty_artifact ()
1147{ 1158{
1148 return salloc0 <artifact> (); 1159 return salloc0<artifact> ();
1149} 1160}
1150 1161
1151/* 1162/*
1152 * 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
1153 * of objects on it. 1164 * of objects on it.
1161 1172
1162 return 0; 1173 return 0;
1163} 1174}
1164 1175
1165/* 1176/*
1166 * For debugging purposes. Dumps all tables. 1177 * Builds up the lists of artifacts from the file in the libdir.
1167 */ 1178 */
1168void 1179void
1169dump_artifacts (void)
1170{
1171 artifactlist *al;
1172 artifact *art;
1173 linked_char *next;
1174
1175 fprintf (logfile, "\n");
1176 for (al = first_artifactlist; al != NULL; al = al->next)
1177 {
1178 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1179 for (art = al->items; art != NULL; art = art->next)
1180 {
1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1182 if (art->allowed != NULL)
1183 {
1184 fprintf (logfile, "\tallowed combinations:");
1185 for (next = art->allowed; next != NULL; next = next->next)
1186 fprintf (logfile, "%s,", &next->name);
1187 fprintf (logfile, "\n");
1188 }
1189 }
1190 }
1191 fprintf (logfile, "\n");
1192}
1193
1194/*
1195 * For debugging purposes. Dumps all treasures recursively (see below).
1196 */
1197void
1198dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1199{
1200 treasurelist *tl;
1201 int i;
1202
1203 if (depth > 100)
1204 return;
1205
1206 while (t)
1207 {
1208 if (t->name)
1209 {
1210 for (i = 0; i < depth; i++)
1211 fprintf (logfile, " ");
1212
1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1215 tl = treasurelist::find (t->name);
1216 if (tl)
1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1223 }
1224 else
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 if (t->item && t->item->type == FLESH)
1230 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1231 else
1232 fprintf (logfile, "%s\n", &t->item->object::name);
1233 }
1234
1235 if (t->next_yes)
1236 {
1237 for (i = 0; i < depth; i++)
1238 fprintf (logfile, " ");
1239
1240 fprintf (logfile, " (if yes)\n");
1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1242 }
1243
1244 if (t->next_no)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248
1249 fprintf (logfile, " (if no)\n");
1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1251 }
1252
1253 t = t->next;
1254 }
1255}
1256
1257/*
1258 * For debugging purposes. Dumps all treasures for a given monster.
1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1260 */
1261void
1262dump_monster_treasure (const char *name)
1263{
1264 archetype *at;
1265 int found;
1266
1267 found = 0;
1268 fprintf (logfile, "\n");
1269
1270 for_all_archetypes (at)
1271 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1272 {
1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1274 if (at->randomitems != NULL)
1275 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1276 else
1277 fprintf (logfile, "(nothing)\n");
1278
1279 fprintf (logfile, "\n");
1280 found++;
1281 }
1282
1283 if (found == 0)
1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1285}
1286
1287/*
1288 * Builds up the lists of artifacts from the file in the libdir.
1289 */
1290void
1291init_artifacts (void) 1180init_artifacts ()
1292{ 1181{
1293 static int has_been_inited = 0; 1182 static int has_been_inited = 0;
1294 char filename[MAX_BUF]; 1183 char filename[MAX_BUF];
1295 artifact *art = NULL; 1184 artifact *art = NULL;
1296 artifactlist *al; 1185 artifactlist *al;
1304 object_thawer f (filename); 1193 object_thawer f (filename);
1305 1194
1306 if (!f) 1195 if (!f)
1307 return; 1196 return;
1308 1197
1309 f.next ();
1310
1311 for (;;) 1198 for (;;)
1312 { 1199 {
1313 switch (f.kw) 1200 switch (f.kw)
1314 { 1201 {
1315 case KW_allowed: 1202 case KW_allowed:
1318 1205
1319 { 1206 {
1320 if (!strcmp (f.get_str (), "all")) 1207 if (!strcmp (f.get_str (), "all"))
1321 break; 1208 break;
1322 1209
1323 char *next, *cp = f.get_str (); 1210 const char *cp = f.get_str ();
1324 1211 char *next;
1325 do 1212 do
1326 { 1213 {
1327 if ((next = strchr (cp, ','))) 1214 if ((next = (char *)strchr (cp, ',')))
1328 *next++ = '\0'; 1215 *next++ = '\0';
1329 1216
1330 linked_char *tmp = new linked_char; 1217 linked_char *tmp = new linked_char;
1331 1218
1332 tmp->name = cp; 1219 tmp->name = cp;
1476 * 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
1477 * this object. 1364 * this object.
1478 */ 1365 */
1479 if (op->type == HORN || op->type == POTION) 1366 if (op->type == HORN || op->type == POTION)
1480 { 1367 {
1481 object *tmp_obj;
1482
1483 /* Remove any spells this object currently has in it */ 1368 /* Remove any spells this object currently has in it */
1484 while (op->inv)
1485 op->inv->destroy (); 1369 op->destroy_inv (false);
1486 1370
1487 tmp_obj = arch_to_object (change->other_arch); 1371 object *tmp = change->other_arch->instance ();
1488 insert_ob_in_ob (tmp_obj, op); 1372 insert_ob_in_ob (tmp, op);
1489 } 1373 }
1490 /* No harm setting this for potions/horns */ 1374 /* No harm setting this for potions/horns */
1491 op->other_arch = change->other_arch; 1375 op->other_arch = change->other_arch;
1492 } 1376 }
1493 1377
1578 op->value *= change->value; 1462 op->value *= change->value;
1579 1463
1580 if (change->materials) 1464 if (change->materials)
1581 op->materials = change->materials; 1465 op->materials = change->materials;
1582 1466
1583 if (change->materialname) 1467 if (change->material != MATERIAL_NULL)
1584 op->materialname = change->materialname; 1468 op->material = change->material;
1585 1469
1586 if (change->slaying) 1470 if (change->slaying)
1587 op->slaying = change->slaying; 1471 op->slaying = change->slaying;
1588 1472
1589 if (change->race) 1473 if (change->race)
1698#if 1 1582#if 1
1699 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);
1700#endif 1584#endif
1701 return; 1585 return;
1702 } 1586 }
1703 if (!strcmp (art->item->name, "NONE")) 1587
1588 if (art->item->name == shstr_NONE)
1704 return; 1589 return;
1590
1705 if (FABS (op->magic) < art->item->magic) 1591 if (fabs (op->magic) < art->item->magic)
1706 continue; /* Not magic enough to be this item */ 1592 continue; /* Not magic enough to be this item */
1707 1593
1708 /* Map difficulty not high enough */ 1594 /* Map difficulty not high enough */
1709 if (difficulty < art->difficulty) 1595 if (difficulty < art->difficulty)
1710 continue; 1596 continue;
1761 item->level = donor->level; 1647 item->level = donor->level;
1762 1648
1763 /* if donor has some attacktypes, the flesh is poisonous */ 1649 /* if donor has some attacktypes, the flesh is poisonous */
1764 if (donor->attacktype & AT_POISON) 1650 if (donor->attacktype & AT_POISON)
1765 item->type = POISON; 1651 item->type = POISON;
1652
1766 if (donor->attacktype & AT_ACID) 1653 if (donor->attacktype & AT_ACID)
1767 item->stats.hp = -1 * item->stats.food; 1654 item->stats.hp = -1 * item->stats.food;
1655
1768 SET_FLAG (item, FLAG_NO_STEAL); 1656 SET_FLAG (item, FLAG_NO_STEAL);
1769 } 1657 }
1770} 1658}
1771 1659
1772/* special_potion() - so that old potion code is still done right. */ 1660static void
1773int
1774special_potion (object *op)
1775{
1776 if (op->attacktype)
1777 return 1;
1778
1779 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1780 return 1;
1781
1782 for (int i = 0; i < NROFATTACKS; i++)
1783 if (op->resist[i])
1784 return 1;
1785
1786 return 0;
1787}
1788
1789void
1790free_treasurestruct (treasure *t) 1661free_treasurestruct (treasure *t)
1791{ 1662{
1792 if (t->next) free_treasurestruct (t->next); 1663 if (t->next) free_treasurestruct (t->next);
1793 if (t->next_yes) free_treasurestruct (t->next_yes); 1664 if (t->next_yes) free_treasurestruct (t->next_yes);
1794 if (t->next_no) free_treasurestruct (t->next_no); 1665 if (t->next_no) free_treasurestruct (t->next_no);
1795 1666
1796 delete t; 1667 delete t;
1797} 1668}
1798 1669
1799void 1670static void
1800free_charlinks (linked_char *lc) 1671free_charlinks (linked_char *lc)
1801{ 1672{
1802 if (lc->next) 1673 if (lc->next)
1803 free_charlinks (lc->next); 1674 free_charlinks (lc->next);
1804 1675
1805 delete lc; 1676 delete lc;
1806} 1677}
1807 1678
1808void 1679static void
1809free_artifact (artifact *at) 1680free_artifact (artifact *at)
1810{ 1681{
1811 if (at->next) free_artifact (at->next); 1682 if (at->next) free_artifact (at->next);
1812 if (at->allowed) free_charlinks (at->allowed); 1683 if (at->allowed) free_charlinks (at->allowed);
1813 1684
1814 at->item->destroy (1); 1685 at->item->destroy ();
1815 1686
1816 sfree (at); 1687 sfree (at);
1817} 1688}
1818 1689
1819void
1820free_artifactlist (artifactlist *al)
1821{
1822 artifactlist *nextal;
1823
1824 for (al = first_artifactlist; al; al = nextal)
1825 {
1826 nextal = al->next;
1827
1828 if (al->items)
1829 free_artifact (al->items);
1830
1831 sfree (al);
1832 }
1833}
1834
1835void
1836free_all_treasures (void)
1837{
1838 treasurelist *tl, *next;
1839
1840 for (tl = first_treasurelist; tl; tl = next)
1841 {
1842 clear (tl);
1843
1844 next = tl->next;
1845 delete tl;
1846 }
1847
1848 free_artifactlist (first_artifactlist);
1849}

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