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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.35 by root, Sat Jan 27 02:19:36 2007 UTC vs.
Revision 1.91 by root, Fri Nov 6 13:45:28 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
25#define ALLOWED_COMBINATION
26 24
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * 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
29 * 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
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h>
41#include <loader.h> 38#include <loader.h>
42 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
43 43
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 45
47/* 46typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 47 const char *,
49 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >
52> tl_map_t;
50 53
51void 54static tl_map_t tl_map;
52init_archetype_pointers ()
53{
54 int prev_warn = warn_archetypes;
55 55
56 warn_archetypes = 1; 56//TODO: class method
57 if (ring_arch == NULL) 57static void free_treasurestruct (treasure *t); // bleh desu
58 ring_arch = archetype::find ("ring"); 58static void
59 if (amulet_arch == NULL) 59clear (treasurelist *tl)
60 amulet_arch = archetype::find ("amulet"); 60{
61 if (staff_arch == NULL) 61 if (tl->items)
62 staff_arch = archetype::find ("staff"); 62 {
63 if (crown_arch == NULL) 63 free_treasurestruct (tl->items);
64 crown_arch = archetype::find ("crown"); 64 tl->items = 0;
65 warn_archetypes = prev_warn; 65 }
66}
67 66
68/* 67 tl->total_chance = 0;
69 * Allocate and return the pointer to an empty treasurelist structure. 68}
70 */
71 69
70/*
71 * Searches for the given treasurelist
72 */
72static treasurelist * 73treasurelist *
73get_empty_treasurelist (void) 74treasurelist::find (const char *name)
74{ 75{
76 if (!name)
77 return 0;
78
79 auto (i, tl_map.find (name));
80
81 if (i == tl_map.end ())
82 return 0;
83
84 return i->second;
85}
86
87/*
88 * Searches for the given treasurelist in the globally linked list
89 * of treasurelists which has been built by load_treasures().
90 */
91treasurelist *
92treasurelist::get (const char *name)
93{
94 treasurelist *tl = find (name);
95
96 if (!tl)
97 {
75 return new treasurelist; 98 tl = new treasurelist;
76}
77 99
78/* 100 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 101 tl->next = first_treasurelist;
80 */ 102 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 103
87 t->chance = 100; 104 tl_map.insert (std::make_pair (tl->name, tl));
105 }
88 106
89 return t; 107 return tl;
90} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
91 130
92/* 131/*
93 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
95 */ 134 */
96
97static treasure * 135static treasure *
98load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
99{ 137{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
102 int value;
103 139
104 nroftreasures++; 140 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 141
109 if (*buf == '#') 142 for (;;)
110 continue; 143 {
111 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 145
117 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 147 {
122 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
123 t->name = variable; 149 t->item = archetype::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 150
125 t->change_arch.name = variable; 151 if (!t->item)
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 { 152 {
144 t->next = load_treasure (fp, line); 153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
157 break;
158
159 case KW_list: f.get (t->name); break;
160 case KW_change_name: f.get (t->change_arch.name); break;
161 case KW_change_title: f.get (t->change_arch.title); break;
162 case KW_change_slaying: f.get (t->change_arch.slaying); break;
163 case KW_chance: f.get (t->chance); break;
164 case KW_nrof: f.get (t->nrof); break;
165 case KW_magic: f.get (t->magic); break;
166
167 case KW_yes: t->next_yes = read_treasure (f); continue;
168 case KW_no: t->next_no = read_treasure (f); continue;
169
170 case KW_end:
171 f.next ();
145 return t; 172 return t;
173
174 case KW_more:
175 t->next = read_treasure (f);
176 return t;
177
178 default:
179 if (!f.parse_error ("treasurelist", t->name))
180 goto error;
181
182 return t;
146 } 183 }
147 else 184
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 185 f.next ();
149 } 186 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 187
188 // not reached
189
190error:
191 delete t;
151 return t; 192 return 0;
152} 193}
153 194
154#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175
176/* 195/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
179 */ 197 */
180 198treasurelist *
181void 199treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 200{
184 FILE *fp; 201 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 202
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 203 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 204 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 205 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 206 tl->items = read_treasure (f);
207 if (!tl->items)
194 return; 208 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 209
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* 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.
215 * 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
216 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
217 */ 213 */
218 if (!strncmp (buf, "treasureone", 11)) 214 if (one)
215 {
216 for (treasure *t = tl->items; t; t = t->next)
217 {
218 if (t->next_yes || t->next_no)
219 { 219 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 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);
226 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");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 222 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 223
238#ifdef TREASURE_DEBUG 224 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 225 }
240 * verify that list transitions work (ie, the list that it is supposed 226 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 227
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0; 228 return tl;
270} 229}
271
272 230
273/* 231/*
274 * Generates the objects specified by the given treasure. 232 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 233 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 234 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
283 */ 241 */
284static void 242static void
285put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
286{ 244{
287 object *tmp; 245 if (flags & GT_ENVIRONMENT)
288 246 {
289 /* 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
290 * 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
291 * 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
292 * by another object. 250 * by another object.
293 */ 251 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 253 if (op->type == SPELL)
254 {
255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 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);
267 }
298 } 268 }
299 else 269 else
300 { 270 {
301 op = creator->insert (op); 271 op = creator->insert (op);
302 272
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
305
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 esrv_send_item (tmp, op);
308 } 275 }
309} 276}
310 277
311/* 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
312 * in the generated object 279 * in the generated object
326 293
327 if (t->change_arch.slaying) 294 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 295 op->slaying = t->change_arch.slaying;
329} 296}
330 297
331void 298static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 299create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 300{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 301 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 302 {
338 if (t->name) 303 if (t->name)
339 { 304 {
340 if (difficulty >= t->magic) 305 if (difficulty >= t->magic)
306 if (treasurelist *tl = treasurelist::find (t->name))
307 create_treasure (tl, op, flag, difficulty, tries);
308 else
309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
310 }
311 else
312 {
313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 314 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item); 315 object *tmp = arch_to_object (t->item);
316
352 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
354 319
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 321 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 322 put_treasure (tmp, op, flag);
358 } 323 }
359 } 324 }
360 325
361 if (t->next_yes != NULL) 326 if (t->next_yes)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 327 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 } 328 }
364 else if (t->next_no != NULL) 329 else if (t->next_no)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries); 330 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 331
367 if (t->next != NULL) 332 if (t->next)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 333 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 334}
370 335
371void 336static void
372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 337create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373{ 338{
374 int value = rndm (tl->total_chance); 339 int value = rndm (tl->total_chance);
375 treasure *t; 340 treasure *t;
376 341
378 { 343 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 344 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return; 345 return;
381 } 346 }
382 347
383 for (t = tl->items; t != NULL; t = t->next) 348 for (t = tl->items; t; t = t->next)
384 { 349 {
385 value -= t->chance; 350 value -= t->chance;
386 351
387 if (value < 0) 352 if (value < 0)
388 break; 353 break;
389 } 354 }
390 355
391 if (!t || value >= 0) 356 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 357 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
394 abort ();
395 return;
396 }
397 358
398 if (t->name) 359 if (t->name)
399 { 360 {
400 if (difficulty >= t->magic) 361 if (difficulty >= t->magic)
401 { 362 {
402 treasurelist *tl = find_treasurelist (t->name); 363 treasurelist *tl = treasurelist::find (t->name);
403 if (tl) 364 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
405 } 366 }
406 else if (t->nrof) 367 else if (t->nrof)
407 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
408
409 return;
410 } 369 }
411
412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 371 {
414 object *tmp = arch_to_object (t->item); 372 if (object *tmp = arch_to_object (t->item))
415 373 {
416 if (!tmp)
417 return;
418
419 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
421 376
422 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp); 378 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
380 }
425 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
426} 388}
427 389
428/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
429 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
430 * 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
433 * to do that. 395 * to do that.
434 */ 396 */
435void 397void
436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 398create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
437{ 399{
400 // empty treasurelists are legal
401 if (!tl->items)
402 return;
438 403
439 if (tries++ > 100) 404 if (tries++ > 100)
440 { 405 {
441 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
442 return; 407 return;
443 } 408 }
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
444 if (tl->total_chance) 419 if (tl->total_chance)
445 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
446 else 421 else
447 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
448} 423}
455object * 430object *
456generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
457{ 432{
458 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
459 434
460 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
461 436
462 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
463 438
464 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
465 tmp = ob->inv; 440 object *tmp = ob->inv;
466 if (tmp != NULL) 441 if (tmp)
467 tmp->remove (); 442 tmp->remove ();
468 443
469 if (ob->inv) 444 if (ob->inv)
470 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
471 446
472 ob->destroy (); 447 ob->destroy ();
448
473 return tmp; 449 return tmp;
474} 450}
475 451
476/* 452/*
477 * 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
479 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
480 * magical bonus "wanted". 456 * magical bonus "wanted".
481 */ 457 */
482 458
483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
485/*chance of magic difficulty*/ 460// chance of magic difficulty
486
487/* +0 +1 +2 +3 +4 */ 461// +0 +1 +2 +3 +4
488 {95, 2, 2, 1, 0}, /*1 */ 462 {95, 2, 2, 1, 0}, // 1
489 {92, 5, 2, 1, 0}, /*2 */ 463 {92, 5, 2, 1, 0}, // 2
490 {85, 10, 4, 1, 0}, /*3 */ 464 {85, 10, 4, 1, 0}, // 3
491 {80, 14, 4, 2, 0}, /*4 */ 465 {80, 14, 4, 2, 0}, // 4
492 {75, 17, 5, 2, 1}, /*5 */ 466 {75, 17, 5, 2, 1}, // 5
493 {70, 18, 8, 3, 1}, /*6 */ 467 {70, 18, 8, 3, 1}, // 6
494 {65, 21, 10, 3, 1}, /*7 */ 468 {65, 21, 10, 3, 1}, // 7
495 {60, 22, 12, 4, 2}, /*8 */ 469 {60, 22, 12, 4, 2}, // 8
496 {55, 25, 14, 4, 2}, /*9 */ 470 {55, 25, 14, 4, 2}, // 9
497 {50, 27, 16, 5, 2}, /*10 */ 471 {50, 27, 16, 5, 2}, // 10
498 {45, 28, 18, 6, 3}, /*11 */ 472 {45, 28, 18, 6, 3}, // 11
499 {42, 28, 20, 7, 3}, /*12 */ 473 {42, 28, 20, 7, 3}, // 12
500 {40, 27, 21, 8, 4}, /*13 */ 474 {40, 27, 21, 8, 4}, // 13
501 {38, 25, 22, 10, 5}, /*14 */ 475 {38, 25, 22, 10, 5}, // 14
502 {36, 23, 23, 12, 6}, /*15 */ 476 {36, 23, 23, 12, 6}, // 15
503 {33, 21, 24, 14, 8}, /*16 */ 477 {33, 21, 24, 14, 8}, // 16
504 {31, 19, 25, 16, 9}, /*17 */ 478 {31, 19, 25, 16, 9}, // 17
505 {27, 15, 30, 18, 10}, /*18 */ 479 {27, 15, 30, 18, 10}, // 18
506 {20, 12, 30, 25, 13}, /*19 */ 480 {20, 12, 30, 25, 13}, // 19
507 {15, 10, 28, 30, 17}, /*20 */ 481 {15, 10, 28, 30, 17}, // 20
508 {13, 9, 27, 28, 23}, /*21 */ 482 {13, 9, 27, 28, 23}, // 21
509 {10, 8, 25, 28, 29}, /*22 */ 483 {10, 8, 25, 28, 29}, // 22
510 {8, 7, 23, 26, 36}, /*23 */ 484 { 8, 7, 23, 26, 36}, // 23
511 {6, 6, 20, 22, 46}, /*24 */ 485 { 6, 6, 20, 22, 46}, // 24
512 {4, 5, 17, 18, 56}, /*25 */ 486 { 4, 5, 17, 18, 56}, // 25
513 {2, 4, 12, 14, 68}, /*26 */ 487 { 2, 4, 12, 14, 68}, // 26
514 {0, 3, 7, 10, 80}, /*27 */ 488 { 0, 3, 7, 10, 80}, // 27
515 {0, 0, 3, 7, 90}, /*28 */ 489 { 0, 0, 3, 7, 90}, // 28
516 {0, 0, 0, 3, 97}, /*29 */ 490 { 0, 0, 0, 3, 97}, // 29
517 {0, 0, 0, 0, 100}, /*30 */ 491 { 0, 0, 0, 0, 100}, // 30
518 {0, 0, 0, 0, 100}, /*31 */ 492 { 0, 0, 0, 0, 100}, // 31
519}; 493};
520
521 494
522/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
523 * 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)
524 * 497 *
525 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
526 * 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.
527 */ 500 */
528 501static int
529int
530level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
531{ 503{
532 int olevel = 0;
533
534 if (!op->inv) 504 if (!op->inv)
535 { 505 {
536 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);
537 return 0; 507 return 0;
538 } 508 }
539 509
540 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
541 511
542 if (olevel <= 0) 512 if (olevel <= 0)
543 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
544 514
545 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
546 olevel = MAXLEVEL;
547
548 return olevel;
549} 516}
550 517
551/* 518/*
552 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
553 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
556 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
557 * 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
558 * weird integer between 1-31. 525 * weird integer between 1-31.
559 * 526 *
560 */ 527 */
561 528static int
562int
563magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
564{ 530{
565 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
567 533
610 576
611 op->magic = magic; 577 op->magic = magic;
612 if (op->arch) 578 if (op->arch)
613 { 579 {
614 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
616 582
617 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 */
618 magic = (-magic); 584 magic = (-magic);
585
619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
620 } 587 }
621 else 588 else
622 { 589 {
623 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
625 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 */
626 magic = (-magic); 594 magic = (-magic);
595
627 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
628 } 597 }
629} 598}
630 599
631/* 600/*
654 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
655 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
656 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
657 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
658 */ 627 */
659 628static void
660void
661set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
662{ 630{
663
664 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
665 632
666 if (op->type == AMULET) 633 if (op->type == AMULET)
667 { 634 {
668 if (!(rndm (21))) 635 if (!(rndm (21)))
687 case 2: 654 case 2:
688 case 3: 655 case 3:
689 case 4: 656 case 4:
690 case 5: 657 case 5:
691 case 6: 658 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
693 break; 660 break;
694 661
695 case 7: 662 case 7:
696 op->stats.dam += bonus; 663 op->stats.dam += bonus;
697 break; 664 break;
791 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
792 * 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
793 * rings and amulets. 760 * rings and amulets.
794 * 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.
795 */ 762 */
796int 763static int
797get_magic (int diff) 764get_magic (int diff)
798{ 765{
799 int i; 766 int i;
800 767
801 if (diff < 3) 768 if (diff < 3)
804 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
805 if (rndm (diff)) 772 if (rndm (diff))
806 return i; 773 return i;
807 774
808 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;
809} 793}
810 794
811#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
812#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))
813 797
831 * value. 815 * value.
832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 816 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
833 * a working object - don't change magic, value, etc, but set it material 817 * a working object - don't change magic, value, etc, but set it material
834 * type as appropriate, for objects that need spell objects, set those, etc 818 * type as appropriate, for objects that need spell objects, set those, etc
835 */ 819 */
836
837void 820void
838fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 821fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
839{ 822{
840 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
841 824
846 save_item_power = op->item_power; 829 save_item_power = op->item_power;
847 op->item_power = 0; 830 op->item_power = 0;
848 831
849 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
850 { 833 {
851 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
852 if (!op->inv)
853 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
854
855 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
856 op->randomitems = NULL; 836 op->randomitems = 0;
857 } 837 }
858 838
859 if (difficulty < 1) 839 if (difficulty < 1)
860 difficulty = 1; 840 difficulty = 1;
861 841
865 ARG_INT (flags))) 845 ARG_INT (flags)))
866 return; 846 return;
867 847
868 if (!(flags & GT_MINIMAL)) 848 if (!(flags & GT_MINIMAL))
869 { 849 {
870 if (op->arch == crown_arch) 850 if (IS_ARCH (op->arch, crown))
871 { 851 {
872 set_magic (difficulty, op, max_magic, flags); 852 set_magic (difficulty, op, max_magic, flags);
873 num_enchantments = calc_item_power (op, 1); 853 num_enchantments = calc_item_power (op, 1);
874 generate_artifact (op, difficulty); 854 generate_artifact (op, difficulty);
875 } 855 }
880 860
881 num_enchantments = calc_item_power (op, 1); 861 num_enchantments = calc_item_power (op, 1);
882 862
883 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 863 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
884 || op->type == HORN 864 || op->type == HORN
885 || 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 */
886 * used for shop_floors or treasures */
887 generate_artifact (op, difficulty); 866 generate_artifact (op, difficulty);
888 } 867 }
889 868
890 /* Object was made an artifact. Calculate its item_power rating. 869 /* Object was made an artifact. Calculate its item_power rating.
891 * the item_power in the object is what the artfiact adds. 870 * the item_power in the object is what the artfiact adds.
933 { 912 {
934 if (op->type == POTION) 913 if (op->type == POTION)
935 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
936 if (op->stats.sp && !op->randomitems) 915 if (op->stats.sp && !op->randomitems)
937 { 916 {
938 object *tmp;
939
940 tmp = get_archetype (spell_mapping[op->stats.sp]); 917 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
941 insert_ob_in_ob (tmp, op); 918 insert_ob_in_ob (tmp, op);
942 op->stats.sp = 0; 919 op->stats.sp = 0;
943 } 920 }
944 } 921 }
945 else if (!op->title) /* Only modify object if not special */ 922 else if (!op->title) /* Only modify object if not special */
1003 SET_FLAG (op, FLAG_CURSED); 980 SET_FLAG (op, FLAG_CURSED);
1004 break; 981 break;
1005 } 982 }
1006 983
1007 case AMULET: 984 case AMULET:
1008 if (op->arch == amulet_arch) 985 if (IS_ARCH (op->arch, amulet))
1009 op->value *= 5; /* Since it's not just decoration */ 986 op->value *= 5; /* Since it's not just decoration */
1010 987
1011 case RING: 988 case RING:
1012 if (op->arch == NULL)
1013 {
1014 op->destroy ();
1015 op = 0;
1016 break;
1017 }
1018
1019 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! */
1020 break; 990 break;
1021 991
1022 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 993 SET_FLAG (op, FLAG_CURSED);
1024 994
1044 op->value *= 5; 1014 op->value *= 5;
1045 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1046 } 1016 }
1047 } 1017 }
1048 1018
1049 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
1050 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
1051 1021
1052 break; 1022 break;
1053 1023
1054 case BOOK: 1024 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1070 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1071 1041
1072 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);
1073 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1074 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));
1075 /* creator related stuff */
1076
1077 /* for library, chained books. Note that some monsters have no_pick
1078 * set - we don't want to set no pick in that case.
1079 */
1080 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1081 SET_FLAG (op, FLAG_NO_PICK);
1082 if (creator->slaying && !op->slaying) /* for check_inv floors */
1083 op->slaying = creator->slaying;
1084 1045
1085 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1086 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;
1087 } 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;
1088 break; 1059 break;
1089 1060
1090 case SPELLBOOK: 1061 case SPELLBOOK:
1091 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1092 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1174 */ 1145 */
1175 1146
1176/* 1147/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1149 */
1179
1180static artifactlist * 1150static artifactlist *
1181get_empty_artifactlist (void) 1151get_empty_artifactlist (void)
1182{ 1152{
1183 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1153 return salloc0<artifactlist> ();
1184
1185 if (al == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 al->next = NULL;
1188 al->items = NULL;
1189 al->total_chance = 0;
1190 return al;
1191} 1154}
1192 1155
1193/* 1156/*
1194 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1158 */
1196
1197static artifact * 1159static artifact *
1198get_empty_artifact (void) 1160get_empty_artifact (void)
1199{ 1161{
1200 artifact *a = (artifact *) malloc (sizeof (artifact)); 1162 return salloc0<artifact> ();
1201
1202 if (a == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 a->item = NULL;
1205 a->next = NULL;
1206 a->chance = 0;
1207 a->difficulty = 0;
1208 a->allowed = NULL;
1209 return a;
1210} 1163}
1211 1164
1212/* 1165/*
1213 * 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
1214 * of objects on it. 1167 * of objects on it.
1215 */ 1168 */
1216
1217artifactlist * 1169artifactlist *
1218find_artifactlist (int type) 1170find_artifactlist (int type)
1219{ 1171{
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1173 if (al->type == type)
1224 return al; 1174 return al;
1225 return NULL;
1226}
1227 1175
1228/*
1229 * For debugging purposes. Dumps all tables.
1230 */
1231
1232void
1233dump_artifacts (void)
1234{
1235 artifactlist *al;
1236 artifact *art;
1237 linked_char *next;
1238
1239 fprintf (logfile, "\n");
1240 for (al = first_artifactlist; al != NULL; al = al->next)
1241 {
1242 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1243 for (art = al->items; art != NULL; art = art->next)
1244 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL)
1247 {
1248 fprintf (logfile, "\tAllowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n");
1252 }
1253 }
1254 }
1255 fprintf (logfile, "\n");
1256}
1257
1258/*
1259 * For debugging purposes. Dumps all treasures recursively (see below).
1260 */
1261void
1262dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1263{
1264 treasurelist *tl;
1265 int i;
1266
1267 if (depth > 100)
1268 return; 1176 return 0;
1269 while (t)
1270 {
1271 if (t->name)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name);
1277 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 }
1283 else
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 if (t->item && t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 }
1292
1293 if (t->next_yes)
1294 {
1295 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " ");
1297 fprintf (logfile, " (if yes)\n");
1298 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1299 }
1300
1301 if (t->next_no)
1302 {
1303 for (i = 0; i < depth; i++)
1304 fprintf (logfile, " ");
1305 fprintf (logfile, " (if no)\n");
1306 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1307 }
1308
1309 t = t->next;
1310 }
1311}
1312
1313/*
1314 * For debugging purposes. Dumps all treasures for a given monster.
1315 * Created originally by Raphael Quinet for debugging the alchemy code.
1316 */
1317
1318void
1319dump_monster_treasure (const char *name)
1320{
1321 archetype *at;
1322 int found;
1323
1324 found = 0;
1325 fprintf (logfile, "\n");
1326 for (at = first_archetype; at != NULL; at = at->next)
1327 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1328 {
1329 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1330 if (at->clone.randomitems != NULL)
1331 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1332 else
1333 fprintf (logfile, "(nothing)\n");
1334 fprintf (logfile, "\n");
1335 found++;
1336 }
1337 if (found == 0)
1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1339} 1177}
1340 1178
1341/* 1179/*
1342 * 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.
1343 */ 1181 */
1344
1345void 1182void
1346init_artifacts (void) 1183init_artifacts (void)
1347{ 1184{
1348 static int has_been_inited = 0; 1185 static int has_been_inited = 0;
1349 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1186 char filename[MAX_BUF];
1350 artifact *art = NULL; 1187 artifact *art = NULL;
1351 linked_char *tmp;
1352 int value;
1353 artifactlist *al; 1188 artifactlist *al;
1354 1189
1355 if (has_been_inited) 1190 if (has_been_inited)
1356 return; 1191 return;
1357 else 1192 else
1358 has_been_inited = 1; 1193 has_been_inited = 1;
1359 1194
1360 sprintf (filename, "%s/artifacts", settings.datadir); 1195 sprintf (filename, "%s/artifacts", settings.datadir);
1361 object_thawer thawer (filename); 1196 object_thawer f (filename);
1362 1197
1363 if (!thawer) 1198 if (!f)
1364 return; 1199 return;
1365 1200
1366 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1201 for (;;)
1367 { 1202 {
1368 if (*buf == '#') 1203 switch (f.kw)
1369 continue;
1370 if ((cp = strchr (buf, '\n')) != NULL)
1371 *cp = '\0';
1372 cp = buf;
1373 while (*cp == ' ') /* Skip blanks */
1374 cp++;
1375 if (*cp == '\0')
1376 continue;
1377
1378 if (!strncmp (cp, "Allowed", 7))
1379 { 1204 {
1205 case KW_allowed:
1380 if (art == NULL) 1206 if (!art)
1207 art = get_empty_artifact ();
1208
1381 { 1209 {
1382 art = get_empty_artifact (); 1210 if (!strcmp (f.get_str (), "all"))
1383 nrofartifacts++; 1211 break;
1212
1213 char *next, *cp = f.get_str ();
1214
1215 do
1216 {
1217 if ((next = strchr (cp, ',')))
1218 *next++ = '\0';
1219
1220 linked_char *tmp = new linked_char;
1221
1222 tmp->name = cp;
1223 tmp->next = art->allowed;
1224 art->allowed = tmp;
1225 }
1226 while ((cp = next));
1384 } 1227 }
1385 cp = strchr (cp, ' ') + 1; 1228 break;
1386 if (!strcmp (cp, "all")) 1229
1230 case KW_chance:
1231 f.get (art->chance);
1232 break;
1233
1234 case KW_difficulty:
1235 f.get (art->difficulty);
1236 break;
1237
1238 case KW_object:
1239 {
1240 art->item = object::create ();
1241 f.get (art->item->name);
1242 f.next ();
1243
1244 if (!art->item->parse_kv (f))
1245 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1246
1247 al = find_artifactlist (art->item->type);
1248
1249 if (!al)
1250 {
1251 al = get_empty_artifactlist ();
1252 al->type = art->item->type;
1253 al->next = first_artifactlist;
1254 first_artifactlist = al;
1255 }
1256
1257 art->next = al->items;
1258 al->items = art;
1259 art = 0;
1260 }
1387 continue; 1261 continue;
1388 1262
1389 do 1263 case KW_EOF:
1264 goto done;
1265
1266 default:
1267 if (!f.parse_error ("artifacts file"))
1268 cleanup ("artifacts file required");
1390 { 1269 break;
1391 nrofallowedstr++;
1392 if ((next = strchr (cp, ',')) != NULL)
1393 *(next++) = '\0';
1394 tmp = new linked_char;
1395
1396 tmp->name = cp;
1397 tmp->next = art->allowed;
1398 art->allowed = tmp;
1399 }
1400 while ((cp = next) != NULL);
1401 }
1402 else if (sscanf (cp, "chance %d", &value))
1403 art->chance = (uint16) value;
1404 else if (sscanf (cp, "difficulty %d", &value))
1405 art->difficulty = (uint8) value;
1406 else if (!strncmp (cp, "Object", 6))
1407 { 1270 }
1408 art->item = object::create ();
1409 1271
1410 if (!load_object (thawer, art->item, 0)) 1272 f.next ();
1411 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1412
1413 art->item->name = strchr (cp, ' ') + 1;
1414 al = find_artifactlist (art->item->type);
1415 if (al == NULL)
1416 {
1417 al = get_empty_artifactlist ();
1418 al->type = art->item->type;
1419 al->next = first_artifactlist;
1420 first_artifactlist = al;
1421 }
1422 art->next = al->items;
1423 al->items = art;
1424 art = NULL;
1425 }
1426 else
1427 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1428 } 1273 }
1429 1274
1275done:
1430 for (al = first_artifactlist; al != NULL; al = al->next) 1276 for (al = first_artifactlist; al; al = al->next)
1431 { 1277 {
1278 al->total_chance = 0;
1279
1432 for (art = al->items; art != NULL; art = art->next) 1280 for (art = al->items; art; art = art->next)
1433 { 1281 {
1434 if (!art->chance) 1282 if (!art->chance)
1435 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1283 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1436 else 1284 else
1437 al->total_chance += art->chance; 1285 al->total_chance += art->chance;
1442 } 1290 }
1443 1291
1444 LOG (llevDebug, "done.\n"); 1292 LOG (llevDebug, "done.\n");
1445} 1293}
1446 1294
1447
1448/* 1295/*
1449 * Used in artifact generation. The bonuses of the first object 1296 * Used in artifact generation. The bonuses of the first object
1450 * is modified by the bonuses of the second object. 1297 * is modified by the bonuses of the second object.
1451 */ 1298 */
1452
1453void 1299void
1454add_abilities (object *op, object *change) 1300add_abilities (object *op, object *change)
1455{ 1301{
1456 int i, tmp; 1302 int i, tmp;
1457 1303
1458 if (change->face != blank_face) 1304 if (change->face != blank_face)
1459 { 1305 {
1460#ifdef TREASURE_VERBOSE 1306#ifdef TREASURE_VERBOSE
1461 LOG (llevDebug, "FACE: %d\n", change->face->number); 1307 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1462#endif 1308#endif
1463 op->face = change->face; 1309 op->face = change->face;
1464 } 1310 }
1465 1311
1466 for (i = 0; i < NUM_STATS; i++) 1312 for (i = 0; i < NUM_STATS; i++)
1467 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1313 change_attr_value (&(op->stats), i, change->stats.stat (i));
1468 1314
1469 op->attacktype |= change->attacktype; 1315 op->attacktype |= change->attacktype;
1470 op->path_attuned |= change->path_attuned; 1316 op->path_attuned |= change->path_attuned;
1471 op->path_repelled |= change->path_repelled; 1317 op->path_repelled |= change->path_repelled;
1472 op->path_denied |= change->path_denied; 1318 op->path_denied |= change->path_denied;
1520 * 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
1521 * this object. 1367 * this object.
1522 */ 1368 */
1523 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1524 { 1370 {
1525 object *tmp_obj;
1526
1527 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1528 while (op->inv)
1529 op->inv->destroy (); 1372 op->destroy_inv (false);
1530 1373
1531 tmp_obj = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1532 insert_ob_in_ob (tmp_obj, op); 1375 insert_ob_in_ob (tmp, op);
1533 } 1376 }
1534 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1535 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1536 } 1379 }
1537 1380
1619 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1462 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1620 } 1463 }
1621 1464
1622 op->value *= change->value; 1465 op->value *= change->value;
1623 1466
1624 if (change->material) 1467 if (change->materials)
1625 op->material = change->material; 1468 op->materials = change->materials;
1626 1469
1627 if (change->materialname) 1470 if (change->materialname)
1628 op->materialname = change->materialname; 1471 op->materialname = change->materialname;
1629 1472
1630 if (change->slaying) 1473 if (change->slaying)
1636 if (change->msg) 1479 if (change->msg)
1637 op->msg = change->msg; 1480 op->msg = change->msg;
1638} 1481}
1639 1482
1640static int 1483static int
1641legal_artifact_combination (object *op, artifact * art) 1484legal_artifact_combination (object *op, artifact *art)
1642{ 1485{
1643 int neg, success = 0; 1486 int neg, success = 0;
1644 linked_char *tmp; 1487 linked_char *tmp;
1645 const char *name; 1488 const char *name;
1646 1489
1647 if (art->allowed == (linked_char *) NULL) 1490 if (!art->allowed)
1648 return 1; /* Ie, "all" */ 1491 return 1; /* Ie, "all" */
1492
1649 for (tmp = art->allowed; tmp; tmp = tmp->next) 1493 for (tmp = art->allowed; tmp; tmp = tmp->next)
1650 { 1494 {
1651#ifdef TREASURE_VERBOSE 1495#ifdef TREASURE_VERBOSE
1652 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1496 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1653#endif 1497#endif
1654 if (*tmp->name == '!') 1498 if (*tmp->name == '!')
1655 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1656 else 1500 else
1657 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1658 1502
1659 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1660 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)))
1661 return !neg; 1505 return !neg;
1662 1506
1663 /* 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
1664 * everything is allowed except what we match 1508 * everything is allowed except what we match
1665 */ 1509 */
1666 else if (neg) 1510 else if (neg)
1667 success = 1; 1511 success = 1;
1668 } 1512 }
1513
1669 return success; 1514 return success;
1670} 1515}
1671 1516
1672/* 1517/*
1673 * Fixes the given object, giving it the abilities and titles 1518 * Fixes the given object, giving it the abilities and titles
1740#if 1 1585#if 1
1741 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);
1742#endif 1587#endif
1743 return; 1588 return;
1744 } 1589 }
1745 if (!strcmp (art->item->name, "NONE")) 1590
1591 if (art->item->name == shstr_NONE)
1746 return; 1592 return;
1593
1747 if (FABS (op->magic) < art->item->magic) 1594 if (fabs (op->magic) < art->item->magic)
1748 continue; /* Not magic enough to be this item */ 1595 continue; /* Not magic enough to be this item */
1749 1596
1750 /* Map difficulty not high enough */ 1597 /* Map difficulty not high enough */
1751 if (difficulty < art->difficulty) 1598 if (difficulty < art->difficulty)
1752 continue; 1599 continue;
1753 1600
1754 if (!legal_artifact_combination (op, art)) 1601 if (!legal_artifact_combination (op, art))
1755 { 1602 {
1756#ifdef TREASURE_VERBOSE 1603#ifdef TREASURE_VERBOSE
1757 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1604 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1758#endif 1605#endif
1759 continue; 1606 continue;
1760 } 1607 }
1608
1761 give_artifact_abilities (op, art->item); 1609 give_artifact_abilities (op, art->item);
1762 return; 1610 return;
1763 } 1611 }
1764} 1612}
1765 1613
1802 item->level = donor->level; 1650 item->level = donor->level;
1803 1651
1804 /* if donor has some attacktypes, the flesh is poisonous */ 1652 /* if donor has some attacktypes, the flesh is poisonous */
1805 if (donor->attacktype & AT_POISON) 1653 if (donor->attacktype & AT_POISON)
1806 item->type = POISON; 1654 item->type = POISON;
1655
1807 if (donor->attacktype & AT_ACID) 1656 if (donor->attacktype & AT_ACID)
1808 item->stats.hp = -1 * item->stats.food; 1657 item->stats.hp = -1 * item->stats.food;
1658
1809 SET_FLAG (item, FLAG_NO_STEAL); 1659 SET_FLAG (item, FLAG_NO_STEAL);
1810 } 1660 }
1811} 1661}
1812 1662
1813/* special_potion() - so that old potion code is still done right. */ 1663static void
1814
1815int
1816special_potion (object *op)
1817{
1818 if (op->attacktype)
1819 return 1;
1820
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822 return 1;
1823
1824 for (int i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i])
1826 return 1;
1827
1828 return 0;
1829}
1830
1831void
1832free_treasurestruct (treasure *t) 1664free_treasurestruct (treasure *t)
1833{ 1665{
1834 if (t->next)
1835 free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1840 1669
1841 delete t; 1670 delete t;
1842} 1671}
1843 1672
1844void 1673static void
1845free_charlinks (linked_char *lc) 1674free_charlinks (linked_char *lc)
1846{ 1675{
1847 if (lc->next) 1676 if (lc->next)
1848 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1849 1678
1850 delete lc; 1679 delete lc;
1851} 1680}
1852 1681
1853void 1682static void
1854free_artifact (artifact * at) 1683free_artifact (artifact *at)
1855{ 1684{
1856 if (at->next)
1857 free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1861 1687
1862 at->item->destroy (1); 1688 at->item->destroy ();
1863 1689
1864 delete at;
1865}
1866
1867void
1868free_artifactlist (artifactlist * al)
1869{
1870 artifactlist *nextal;
1871
1872 for (al = first_artifactlist; al; al = nextal)
1873 {
1874 nextal = al->next;
1875
1876 if (al->items)
1877 free_artifact (al->items);
1878
1879 free (al); 1690 sfree (at);
1880 }
1881} 1691}
1882 1692
1883void
1884free_all_treasures (void)
1885{
1886 treasurelist *tl, *next;
1887
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next)
1890 {
1891 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl;
1895 }
1896 free_artifactlist (first_artifactlist);
1897}

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