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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.55 by root, Sat Apr 21 22:05:52 2007 UTC vs.
Revision 1.90 by root, Fri Nov 6 13:31:47 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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;
55
56//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
57 69
58/* 70/*
59 * Searches for the given treasurelist 71 * Searches for the given treasurelist
60 */ 72 */
61treasurelist * 73treasurelist *
93 } 105 }
94 106
95 return tl; 107 return tl;
96} 108}
97 109
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 110#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
114 */ 113 */
115static void 114static void
140 139
141 f.next (); 140 f.next ();
142 141
143 for (;;) 142 for (;;)
144 { 143 {
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 149 t->item = archetype::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
151 break; 157 break;
152 158
153 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 175 t->next = read_treasure (f);
170 return t; 176 return t;
171 177
172 default: 178 default:
173 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 180 goto error;
175 181
176 return t; 182 return t;
177 } 183 }
178 184
179 f.next (); 185 f.next ();
180 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
181} 193}
182 194
183/* 195/*
184 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
185 */ 197 */
197 209
198 /* This is a one of the many items on the list should be generated. 210 /* 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 211 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
201 */ 213 */
202 tl->total_chance = 0;
203
204 if (one) 214 if (one)
205 { 215 {
206 for (treasure *t = tl->items; t; t = t->next) 216 for (treasure *t = tl->items; t; t = t->next)
207 { 217 {
208 if (t->next_yes || t->next_no) 218 if (t->next_yes || t->next_no)
209 { 219 {
210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 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"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
212 } 222 }
213 223
214 tl->total_chance += t->chance; 224 tl->total_chance += t->chance;
215 } 225 }
230 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
231 */ 241 */
232static void 242static void
233put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
234{ 244{
245 if (flags & GT_ENVIRONMENT)
246 {
235 /* Bit of a hack - spells should never be put onto the map. The entire 247 /* 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 248 * 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 249 * this is the original object, or if this is an object that should be created
238 * by another object. 250 * by another object.
239 */ 251 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 253 if (op->type == SPELL)
254 {
255 op->destroy ();
256 return;
257 }
258
242 op->expand_tail (); 259 op->expand_tail ();
243 260
244 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
245 op->destroy (); 262 op->destroy ();
246 else 263 else
247 { 264 {
248 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
249 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
253 { 270 {
254 op = creator->insert (op); 271 op = creator->insert (op);
255 272
256 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
257 monster_check_apply (creator, op); 274 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 } 275 }
263} 276}
264 277
265/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
266 * in the generated object 279 * in the generated object
295 else 308 else
296 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
297 } 310 }
298 else 311 else
299 { 312 {
300 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
301 { 314 {
302 object *tmp = arch_to_object (t->item); 315 object *tmp = arch_to_object (t->item);
303 316
304 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
305 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
352 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
353 } 366 }
354 else if (t->nrof) 367 else if (t->nrof)
355 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
356 } 369 }
357 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
358 { 371 {
359 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = arch_to_object (t->item))
360 { 373 {
361 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
364 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 change_treasure (t, tmp); 378 change_treasure (t, tmp);
366 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
367 } 380 }
368 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
369} 388}
370 389
371/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
372 * to determine how many list transitions or attempts to create treasure 391 * 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 392 * have been made. It is really in place to prevent infinite loops with
386 { 405 {
387 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
388 return; 407 return;
389 } 408 }
390 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
391 if (tl->total_chance) 419 if (tl->total_chance)
392 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
393 else 421 else
394 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
395} 423}
415 443
416 if (ob->inv) 444 if (ob->inv)
417 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
418 446
419 ob->destroy (); 447 ob->destroy ();
448
420 return tmp; 449 return tmp;
421} 450}
422 451
423/* 452/*
424 * This is a new way of calculating the chance for an item to have 453 * 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) 496 * This code presumes that op has had its spell object created (in op->inv)
468 * 497 *
469 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
470 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
471 */ 500 */
472int 501static int
473level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
474{ 503{
475 int olevel = 0;
476
477 if (!op->inv) 504 if (!op->inv)
478 { 505 {
479 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
480 return 0; 507 return 0;
481 } 508 }
482 509
483 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
484 511
485 if (olevel <= 0) 512 if (olevel <= 0)
486 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
487 514
488 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
489 olevel = MAXLEVEL;
490
491 return olevel;
492} 516}
493 517
494/* 518/*
495 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
496 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
499 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
500 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
501 * weird integer between 1-31. 525 * weird integer between 1-31.
502 * 526 *
503 */ 527 */
504int 528static int
505magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
506{ 530{
507 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
508 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
509 533
552 576
553 op->magic = magic; 577 op->magic = magic;
554 if (op->arch) 578 if (op->arch)
555 { 579 {
556 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
557 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
558 582
559 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
560 magic = (-magic); 584 magic = (-magic);
585
561 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
562 } 587 }
563 else 588 else
564 { 589 {
565 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
566 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
567 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
568 magic = (-magic); 594 magic = (-magic);
595
569 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
570 } 597 }
571} 598}
572 599
573/* 600/*
596 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
597 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
598 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
599 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
600 */ 627 */
601void 628static void
602set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
603{ 630{
604
605 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
606 632
607 if (op->type == AMULET) 633 if (op->type == AMULET)
608 { 634 {
609 if (!(rndm (21))) 635 if (!(rndm (21)))
628 case 2: 654 case 2:
629 case 3: 655 case 3:
630 case 4: 656 case 4:
631 case 5: 657 case 5:
632 case 6: 658 case 6:
633 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
634 break; 660 break;
635 661
636 case 7: 662 case 7:
637 op->stats.dam += bonus; 663 op->stats.dam += bonus;
638 break; 664 break;
732 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
733 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
734 * rings and amulets. 760 * rings and amulets.
735 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
736 */ 762 */
737int 763static int
738get_magic (int diff) 764get_magic (int diff)
739{ 765{
740 int i; 766 int i;
741 767
742 if (diff < 3) 768 if (diff < 3)
745 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
746 if (rndm (diff)) 772 if (rndm (diff))
747 return i; 773 return i;
748 774
749 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
750} 793}
751 794
752#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
753#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
754 797
802 ARG_INT (flags))) 845 ARG_INT (flags)))
803 return; 846 return;
804 847
805 if (!(flags & GT_MINIMAL)) 848 if (!(flags & GT_MINIMAL))
806 { 849 {
807 if (op->arch == crown_arch) 850 if (IS_ARCH (op->arch, crown))
808 { 851 {
809 set_magic (difficulty, op, max_magic, flags); 852 set_magic (difficulty, op, max_magic, flags);
810 num_enchantments = calc_item_power (op, 1); 853 num_enchantments = calc_item_power (op, 1);
811 generate_artifact (op, difficulty); 854 generate_artifact (op, difficulty);
812 } 855 }
817 860
818 num_enchantments = calc_item_power (op, 1); 861 num_enchantments = calc_item_power (op, 1);
819 862
820 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 863 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
821 || op->type == HORN 864 || op->type == HORN
822 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 865 || 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); 866 generate_artifact (op, difficulty);
825 } 867 }
826 868
827 /* Object was made an artifact. Calculate its item_power rating. 869 /* Object was made an artifact. Calculate its item_power rating.
828 * the item_power in the object is what the artfiact adds. 870 * the item_power in the object is what the artfiact adds.
870 { 912 {
871 if (op->type == POTION) 913 if (op->type == POTION)
872 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
873 if (op->stats.sp && !op->randomitems) 915 if (op->stats.sp && !op->randomitems)
874 { 916 {
875 object *tmp;
876
877 tmp = get_archetype (spell_mapping[op->stats.sp]); 917 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
878 insert_ob_in_ob (tmp, op); 918 insert_ob_in_ob (tmp, op);
879 op->stats.sp = 0; 919 op->stats.sp = 0;
880 } 920 }
881 } 921 }
882 else if (!op->title) /* Only modify object if not special */ 922 else if (!op->title) /* Only modify object if not special */
940 SET_FLAG (op, FLAG_CURSED); 980 SET_FLAG (op, FLAG_CURSED);
941 break; 981 break;
942 } 982 }
943 983
944 case AMULET: 984 case AMULET:
945 if (op->arch == amulet_arch) 985 if (IS_ARCH (op->arch, amulet))
946 op->value *= 5; /* Since it's not just decoration */ 986 op->value *= 5; /* Since it's not just decoration */
947 987
948 case RING: 988 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! */ 989 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
957 break; 990 break;
958 991
959 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
960 SET_FLAG (op, FLAG_CURSED); 993 SET_FLAG (op, FLAG_CURSED);
961 994
981 op->value *= 5; 1014 op->value *= 5;
982 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
983 } 1016 }
984 } 1017 }
985 1018
986 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
987 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
988 1021
989 break; 1022 break;
990 1023
991 case BOOK: 1024 case BOOK:
992 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1007 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1008 1041
1009 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1042 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1010 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1011 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1044 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 1045
1022 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1023 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1024 } 1048 }
1049
1050 /* creator related stuff */
1051
1052 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case.
1054 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying;
1025 break; 1059 break;
1026 1060
1027 case SPELLBOOK: 1061 case SPELLBOOK:
1028 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1029 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1114 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1115 */ 1149 */
1116static artifactlist * 1150static artifactlist *
1117get_empty_artifactlist (void) 1151get_empty_artifactlist (void)
1118{ 1152{
1119 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1120} 1154}
1121 1155
1122/* 1156/*
1123 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1124 */ 1158 */
1125static artifact * 1159static artifact *
1126get_empty_artifact (void) 1160get_empty_artifact (void)
1127{ 1161{
1128 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1129} 1163}
1130 1164
1131/* 1165/*
1132 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1133 * of objects on it. 1167 * of objects on it.
1138 for (artifactlist *al = first_artifactlist; al; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1139 if (al->type == type) 1173 if (al->type == type)
1140 return al; 1174 return al;
1141 1175
1142 return 0; 1176 return 0;
1143}
1144
1145/*
1146 * For debugging purposes. Dumps all tables.
1147 */
1148void
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} 1177}
1266 1178
1267/* 1179/*
1268 * Builds up the lists of artifacts from the file in the libdir. 1180 * Builds up the lists of artifacts from the file in the libdir.
1269 */ 1181 */
1283 sprintf (filename, "%s/artifacts", settings.datadir); 1195 sprintf (filename, "%s/artifacts", settings.datadir);
1284 object_thawer f (filename); 1196 object_thawer f (filename);
1285 1197
1286 if (!f) 1198 if (!f)
1287 return; 1199 return;
1288
1289 f.next ();
1290 1200
1291 for (;;) 1201 for (;;)
1292 { 1202 {
1293 switch (f.kw) 1203 switch (f.kw)
1294 { 1204 {
1398#endif 1308#endif
1399 op->face = change->face; 1309 op->face = change->face;
1400 } 1310 }
1401 1311
1402 for (i = 0; i < NUM_STATS; i++) 1312 for (i = 0; i < NUM_STATS; i++)
1403 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1313 change_attr_value (&(op->stats), i, change->stats.stat (i));
1404 1314
1405 op->attacktype |= change->attacktype; 1315 op->attacktype |= change->attacktype;
1406 op->path_attuned |= change->path_attuned; 1316 op->path_attuned |= change->path_attuned;
1407 op->path_repelled |= change->path_repelled; 1317 op->path_repelled |= change->path_repelled;
1408 op->path_denied |= change->path_denied; 1318 op->path_denied |= change->path_denied;
1456 * to cast. So convert that to into a spell and put it into 1366 * to cast. So convert that to into a spell and put it into
1457 * this object. 1367 * this object.
1458 */ 1368 */
1459 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1460 { 1370 {
1461 object *tmp_obj;
1462
1463 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1464 while (op->inv)
1465 op->inv->destroy (); 1372 op->destroy_inv (false);
1466 1373
1467 tmp_obj = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1468 insert_ob_in_ob (tmp_obj, op); 1375 insert_ob_in_ob (tmp, op);
1469 } 1376 }
1470 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1471 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1472 } 1379 }
1473 1380
1592 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1593 else 1500 else
1594 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1595 1502
1596 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1597 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1504 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1598 return !neg; 1505 return !neg;
1599 1506
1600 /* Set success as true, since if the match was an inverse, it means 1507 /* Set success as true, since if the match was an inverse, it means
1601 * everything is allowed except what we match 1508 * everything is allowed except what we match
1602 */ 1509 */
1678#if 1 1585#if 1
1679 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1586 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1680#endif 1587#endif
1681 return; 1588 return;
1682 } 1589 }
1683 if (!strcmp (art->item->name, "NONE")) 1590
1591 if (art->item->name == shstr_NONE)
1684 return; 1592 return;
1593
1685 if (FABS (op->magic) < art->item->magic) 1594 if (fabs (op->magic) < art->item->magic)
1686 continue; /* Not magic enough to be this item */ 1595 continue; /* Not magic enough to be this item */
1687 1596
1688 /* Map difficulty not high enough */ 1597 /* Map difficulty not high enough */
1689 if (difficulty < art->difficulty) 1598 if (difficulty < art->difficulty)
1690 continue; 1599 continue;
1741 item->level = donor->level; 1650 item->level = donor->level;
1742 1651
1743 /* if donor has some attacktypes, the flesh is poisonous */ 1652 /* if donor has some attacktypes, the flesh is poisonous */
1744 if (donor->attacktype & AT_POISON) 1653 if (donor->attacktype & AT_POISON)
1745 item->type = POISON; 1654 item->type = POISON;
1655
1746 if (donor->attacktype & AT_ACID) 1656 if (donor->attacktype & AT_ACID)
1747 item->stats.hp = -1 * item->stats.food; 1657 item->stats.hp = -1 * item->stats.food;
1658
1748 SET_FLAG (item, FLAG_NO_STEAL); 1659 SET_FLAG (item, FLAG_NO_STEAL);
1749 } 1660 }
1750} 1661}
1751 1662
1752/* special_potion() - so that old potion code is still done right. */ 1663static 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) 1664free_treasurestruct (treasure *t)
1771{ 1665{
1772 if (t->next) free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1773 if (t->next_yes) free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1774 if (t->next_no) free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1775 1669
1776 delete t; 1670 delete t;
1777} 1671}
1778 1672
1779void 1673static void
1780free_charlinks (linked_char *lc) 1674free_charlinks (linked_char *lc)
1781{ 1675{
1782 if (lc->next) 1676 if (lc->next)
1783 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1784 1678
1785 delete lc; 1679 delete lc;
1786} 1680}
1787 1681
1788void 1682static void
1789free_artifact (artifact *at) 1683free_artifact (artifact *at)
1790{ 1684{
1791 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1792 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1793 1687
1794 at->item->destroy (1); 1688 at->item->destroy ();
1795 1689
1796 sfree (at); 1690 sfree (at);
1797} 1691}
1798 1692
1799void 1693static void
1800free_artifactlist (artifactlist *al) 1694free_artifactlist (artifactlist *al)
1801{ 1695{
1802 artifactlist *nextal; 1696 artifactlist *nextal;
1803 1697
1804 for (al = first_artifactlist; al; al = nextal) 1698 for (al = first_artifactlist; al; al = nextal)
1810 1704
1811 sfree (al); 1705 sfree (al);
1812 } 1706 }
1813} 1707}
1814 1708
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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