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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.42 by root, Mon Apr 16 10:14:25 2007 UTC vs.
Revision 1.84 by root, Thu Jan 1 11:41:17 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 25 * 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 26 * slows the startup some (and not actual game play), it is by default
33 32
34//#define TREASURE_VERBOSE 33//#define TREASURE_VERBOSE
35 34
36#include <global.h> 35#include <global.h>
37#include <treasure.h> 36#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h> 37#include <loader.h>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
57 54
58/* 55/*
59 * Initialize global archtype pointers: 56 * Searches for the given treasurelist
60 */
61void
62init_archetype_pointers ()
63{
64 int prev_warn = warn_archetypes;
65
66 warn_archetypes = 1;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78}
79
80/*
81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
83 */ 57 */
84treasurelist * 58treasurelist *
85treasurelist::find (const char *name) 59treasurelist::find (const char *name)
86{ 60{
87 if (!name) 61 if (!name)
88 return 0; 62 return 0;
89 63
90 AUTODECL (i, tl_map.find (name)); 64 auto (i, tl_map.find (name));
91 65
92 if (i == tl_map.end ()) 66 if (i == tl_map.end ())
93 return 0; 67 return 0;
94 68
95 return i->second; 69 return i->second;
125 if (tl->items) 99 if (tl->items)
126 { 100 {
127 free_treasurestruct (tl->items); 101 free_treasurestruct (tl->items);
128 tl->items = 0; 102 tl->items = 0;
129 } 103 }
104
105 tl->total_chance = 0;
130} 106}
107
108#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out
111 */
112static void
113check_treasurelist (const treasure *t, const treasurelist * tl)
114{
115 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
116 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
117
118 if (t->next)
119 check_treasurelist (t->next, tl);
120
121 if (t->next_yes)
122 check_treasurelist (t->next_yes, tl);
123
124 if (t->next_no)
125 check_treasurelist (t->next_no, tl);
126}
127#endif
131 128
132/* 129/*
133 * Reads the lib/treasure file from disk, and parses the contents 130 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists) 131 * into an internal treasure structure (very linked lists)
135 */ 132 */
136static treasure * 133static treasure *
137load_treasure (object_thawer &f) 134read_treasure (object_thawer &f)
138{ 135{
139 treasure *t = new treasure; 136 treasure *t = new treasure;
140 int value;
141 137
142 nroftreasures++; 138 f.next ();
143 139
144 for (;;) 140 for (;;)
145 { 141 {
146 coroapi::cede_every (10); 142 coroapi::cede_to_tick ();
147
148 f.next ();
149 143
150 switch (f.kw) 144 switch (f.kw)
151 { 145 {
152 case KW_arch: 146 case KW_arch:
153 if (!(t->item = archetype::find (f.get_str ()))) 147 t->item = archetype::find (f.get_str ());
154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 148
149 if (!t->item)
150 {
151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
155 break; 155 break;
156 156
157 case KW_list: f.get (t->name); break; 157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break; 158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break; 159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break; 160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break; 161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break; 162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break; 163 case KW_magic: f.get (t->magic); break;
164 164
165 case KW_yes: t->next_yes = load_treasure (f); break; 165 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = load_treasure (f); break; 166 case KW_no: t->next_no = read_treasure (f); continue;
167 167
168 case KW_end: 168 case KW_end:
169 f.next ();
169 return t; 170 return t;
170 171
171 case KW_more: 172 case KW_more:
172 t->next = load_treasure (f); 173 t->next = read_treasure (f);
173 return t; 174 return t;
174 175
175 default: 176 default:
176 if (!f.parse_error ("treasure list")) 177 if (!f.parse_error ("treasurelist", t->name))
177 return t; // error 178 goto error;
178 179
179 return t; 180 return t;
180 } 181 }
181 }
182}
183 182
184#ifdef TREASURE_DEBUG 183 f.next ();
185/* recursived checks the linked list. Treasurelist is passed only 184 }
186 * so that the treasure name can be printed out
187 */
188static void
189check_treasurelist (const treasure *t, const treasurelist * tl)
190{
191 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
192 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
193 185
194 if (t->next) 186 // not reached
195 check_treasurelist (t->next, tl);
196 187
197 if (t->next_yes) 188error:
198 check_treasurelist (t->next_yes, tl); 189 delete t;
199 190 return 0;
200 if (t->next_no)
201 check_treasurelist (t->next_no, tl);
202} 191}
203#endif
204 192
205/* 193/*
206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
207 * Each treasure is parsed with the help of load_treasure(). 194 * Each treasure is parsed with the help of load_treasure().
208 */ 195 */
209bool 196treasurelist *
210load_treasures () 197treasurelist::read (object_thawer &f)
211{ 198{
212 treasure *t; 199 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
213 int comp, line = 0;
214 200
215 char filename[MAX_BUF]; 201 bool one = f.kw == KW_treasureone;
216 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 treasurelist *tl = treasurelist::get (f.get_str ());
217 203 clear (tl);
218 object_thawer f (filename); 204 tl->items = read_treasure (f);
219 205 if (!tl->items)
220 if (!f)
221 {
222 LOG (llevError, "Can't open treasure file.\n");
223 return false; 206 return 0;
207
208 /* This is a one of the many items on the list should be generated.
209 * Add up the chance total, and check to make sure the yes & no
210 * fields of the treasures are not being used.
211 */
212 if (one)
224 } 213 {
225 214 for (treasure *t = tl->items; t; t = t->next)
226 f.next ();
227
228 for (;;)
229 {
230 switch (f.kw)
231 { 215 {
232 case KW_treasure: 216 if (t->next_yes || t->next_no)
233 case KW_treasureone:
234 { 217 {
235 bool one = f.kw == KW_treasureone;
236 treasurelist *tl = treasurelist::get (f.get_str ());
237
238 clear (tl);
239 tl->items = load_treasure (f);
240
241 if (!tl->items)
242 return false;
243
244 /* This is a one of the many items on the list should be generated.
245 * Add up the chance total, and check to make sure the yes & no
246 * fields of the treasures are not being used.
247 */
248 if (one)
249 {
250 for (t = tl->items; t; t = t->next)
251 {
252#ifdef TREASURE_DEBUG
253 if (t->next_yes || t->next_no)
254 {
255 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 218 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
256 LOG (llevError, " the next_yes or next_no field is set\n"); 219 LOG (llevError, " the next_yes or next_no field is set\n");
257 }
258#endif
259 tl->total_chance += t->chance;
260 }
261 }
262 } 220 }
263 break;
264 221
265 case KW_EOF: 222 tl->total_chance += t->chance;
266#ifdef TREASURE_DEBUG
267 /* Perform some checks on how valid the treasure data actually is.
268 * verify that list transitions work (ie, the list that it is supposed
269 * to transition to exists). Also, verify that at least the name
270 * or archetype is set for each treasure element.
271 */
272 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
273 check_treasurelist (tl->items, tl);
274#endif
275 return true;
276
277 default:
278 if (!f.parse_error ("treasure lists"))
279 return false;
280
281 break;
282 } 223 }
283
284 f.next ();
285 } 224 }
225
226 return tl;
286} 227}
287 228
288/* 229/*
289 * Generates the objects specified by the given treasure. 230 * Generates the objects specified by the given treasure.
290 * It goes recursively through the rest of the linked list. 231 * It goes recursively through the rest of the linked list.
297 * start with equipment, but only their abilities). 238 * start with equipment, but only their abilities).
298 */ 239 */
299static void 240static void
300put_treasure (object *op, object *creator, int flags) 241put_treasure (object *op, object *creator, int flags)
301{ 242{
302 object *tmp; 243 if (flags & GT_ENVIRONMENT)
303 244 {
304 /* Bit of a hack - spells should never be put onto the map. The entire 245 /* Bit of a hack - spells should never be put onto the map. The entire
305 * treasure stuff is a problem - there is no clear idea of knowing 246 * treasure stuff is a problem - there is no clear idea of knowing
306 * this is the original object, or if this is an object that should be created 247 * this is the original object, or if this is an object that should be created
307 * by another object. 248 * by another object.
308 */ 249 */
309 if (flags & GT_ENVIRONMENT && op->type != SPELL) 250 //TODO: flag such as objects... as such (no drop, anybody?)
310 { 251 if (op->type == SPELL)
252 {
253 op->destroy ();
254 return;
255 }
256
257 op->expand_tail ();
258
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 op->destroy ();
261 else
262 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 }
313 } 266 }
314 else 267 else
315 { 268 {
316 op = creator->insert (op); 269 op = creator->insert (op);
317 270
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
320
321 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
322 esrv_send_item (tmp, op);
323 } 273 }
324} 274}
325 275
326/* if there are change_xxx commands in the treasure, we include the changes 276/* if there are change_xxx commands in the treasure, we include the changes
327 * in the generated object 277 * in the generated object
349 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 299 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 300 {
351 if (t->name) 301 if (t->name)
352 { 302 {
353 if (difficulty >= t->magic) 303 if (difficulty >= t->magic)
304 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 305 create_treasure (tl, op, flag, difficulty, tries);
306 else
307 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 308 }
356 else 309 else
357 { 310 {
358 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 312 {
360 object *tmp = arch_to_object (t->item); 313 object *tmp = arch_to_object (t->item);
361 314
362 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
363 tmp->nrof = rndm (t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
410 create_treasure (tl, op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
411 } 364 }
412 else if (t->nrof) 365 else if (t->nrof)
413 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
414 } 367 }
415 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
416 { 369 {
417 if (object *tmp = arch_to_object (t->item)) 370 if (object *tmp = arch_to_object (t->item))
418 { 371 {
419 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
422 fix_generated_item (tmp, op, difficulty, t->magic, flag); 375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp); 376 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag); 377 put_treasure (tmp, op, flag);
425 } 378 }
426 } 379 }
380}
381
382void
383object::create_treasure (treasurelist *tl, int flags)
384{
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
427} 386}
428 387
429/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
430 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
431 * have been made. It is really in place to prevent infinite loops with 390 * have been made. It is really in place to prevent infinite loops with
444 { 403 {
445 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
446 return; 405 return;
447 } 406 }
448 407
408 if (op->flag [FLAG_TREASURE_ENV])
409 {
410 // do not generate items when there already is something above the object
411 if (op->flag [FLAG_IS_FLOOR] && op->above)
412 return;
413
414 flag |= GT_ENVIRONMENT;
415 }
416
449 if (tl->total_chance) 417 if (tl->total_chance)
450 create_one_treasure (tl, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 419 else
452 create_all_treasures (tl->items, op, flag, difficulty, tries); 420 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 421}
460object * 428object *
461generate_treasure (treasurelist *tl, int difficulty) 429generate_treasure (treasurelist *tl, int difficulty)
462{ 430{
463 difficulty = clamp (difficulty, 1, settings.max_level); 431 difficulty = clamp (difficulty, 1, settings.max_level);
464 432
465 object *ob = object::create (), *tmp; 433 object *ob = object::create ();
466 434
467 create_treasure (tl, ob, 0, difficulty, 0); 435 create_treasure (tl, ob, 0, difficulty, 0);
468 436
469 /* Don't want to free the object we are about to return */ 437 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 438 object *tmp = ob->inv;
471 if (tmp != NULL) 439 if (tmp)
472 tmp->remove (); 440 tmp->remove ();
473 441
474 if (ob->inv) 442 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 444
477 ob->destroy (); 445 ob->destroy ();
446
478 return tmp; 447 return tmp;
479} 448}
480 449
481/* 450/*
482 * This is a new way of calculating the chance for an item to have 451 * This is a new way of calculating the chance for an item to have
484 * The array has two arguments, the difficulty of the level, and the 453 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 454 * magical bonus "wanted".
486 */ 455 */
487 456
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 457static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490// chance of magic difficulty 458// chance of magic difficulty
491// +0 +1 +2 +3 +4 459// +0 +1 +2 +3 +4
492 {95, 2, 2, 1, 0}, // 1 460 {95, 2, 2, 1, 0}, // 1
493 {92, 5, 2, 1, 0}, // 2 461 {92, 5, 2, 1, 0}, // 2
494 {85, 10, 4, 1, 0}, // 3 462 {85, 10, 4, 1, 0}, // 3
520 { 0, 0, 0, 3, 97}, // 29 488 { 0, 0, 0, 3, 97}, // 29
521 { 0, 0, 0, 0, 100}, // 30 489 { 0, 0, 0, 0, 100}, // 30
522 { 0, 0, 0, 0, 100}, // 31 490 { 0, 0, 0, 0, 100}, // 31
523}; 491};
524 492
525
526/* calculate the appropriate level for wands staves and scrolls. 493/* calculate the appropriate level for wands staves and scrolls.
527 * This code presumes that op has had its spell object created (in op->inv) 494 * This code presumes that op has had its spell object created (in op->inv)
528 * 495 *
529 * elmex Wed Aug 9 17:44:59 CEST 2006: 496 * elmex Wed Aug 9 17:44:59 CEST 2006:
530 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
531 */ 498 */
532
533int 499int
534level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
535{ 501{
536 int olevel = 0;
537
538 if (!op->inv) 502 if (!op->inv)
539 { 503 {
540 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
541 return 0; 505 return 0;
542 } 506 }
543 507
544 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
545 509
546 if (olevel <= 0) 510 if (olevel <= 0)
547 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
548 512
549 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
550 olevel = MAXLEVEL;
551
552 return olevel;
553} 514}
554 515
555/* 516/*
556 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
557 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
613 574
614 op->magic = magic; 575 op->magic = magic;
615 if (op->arch) 576 if (op->arch)
616 { 577 {
617 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
619 580
620 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 582 magic = (-magic);
583
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
623 } 585 }
624 else 586 else
625 { 587 {
626 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
628 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
629 magic = (-magic); 592 magic = (-magic);
593
630 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
631 } 595 }
632} 596}
633 597
634/* 598/*
689 case 2: 653 case 2:
690 case 3: 654 case 3:
691 case 4: 655 case 4:
692 case 5: 656 case 5:
693 case 6: 657 case 6:
694 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
695 break; 659 break;
696 660
697 case 7: 661 case 7:
698 op->stats.dam += bonus; 662 op->stats.dam += bonus;
699 break; 663 break;
847 save_item_power = op->item_power; 811 save_item_power = op->item_power;
848 op->item_power = 0; 812 op->item_power = 0;
849 813
850 if (op->randomitems && op->type != SPELL) 814 if (op->randomitems && op->type != SPELL)
851 { 815 {
852 create_treasure (op->randomitems, op, flags, difficulty, 0); 816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
853 if (!op->inv)
854 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
855
856 /* So the treasure doesn't get created again */ 817 /* So the treasure doesn't get created again */
857 op->randomitems = 0; 818 op->randomitems = 0;
858 } 819 }
859 820
860 if (difficulty < 1) 821 if (difficulty < 1)
866 ARG_INT (flags))) 827 ARG_INT (flags)))
867 return; 828 return;
868 829
869 if (!(flags & GT_MINIMAL)) 830 if (!(flags & GT_MINIMAL))
870 { 831 {
871 if (op->arch == crown_arch) 832 if (IS_ARCH (op->arch, crown))
872 { 833 {
873 set_magic (difficulty, op, max_magic, flags); 834 set_magic (difficulty, op, max_magic, flags);
874 num_enchantments = calc_item_power (op, 1); 835 num_enchantments = calc_item_power (op, 1);
875 generate_artifact (op, difficulty); 836 generate_artifact (op, difficulty);
876 } 837 }
881 842
882 num_enchantments = calc_item_power (op, 1); 843 num_enchantments = calc_item_power (op, 1);
883 844
884 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 845 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
885 || op->type == HORN 846 || op->type == HORN
886 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 847 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
887 * used for shop_floors or treasures */
888 generate_artifact (op, difficulty); 848 generate_artifact (op, difficulty);
889 } 849 }
890 850
891 /* Object was made an artifact. Calculate its item_power rating. 851 /* Object was made an artifact. Calculate its item_power rating.
892 * the item_power in the object is what the artfiact adds. 852 * the item_power in the object is what the artfiact adds.
934 { 894 {
935 if (op->type == POTION) 895 if (op->type == POTION)
936 /* Handle healing and magic power potions */ 896 /* Handle healing and magic power potions */
937 if (op->stats.sp && !op->randomitems) 897 if (op->stats.sp && !op->randomitems)
938 { 898 {
939 object *tmp;
940
941 tmp = get_archetype (spell_mapping[op->stats.sp]); 899 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
942 insert_ob_in_ob (tmp, op); 900 insert_ob_in_ob (tmp, op);
943 op->stats.sp = 0; 901 op->stats.sp = 0;
944 } 902 }
945 } 903 }
946 else if (!op->title) /* Only modify object if not special */ 904 else if (!op->title) /* Only modify object if not special */
1004 SET_FLAG (op, FLAG_CURSED); 962 SET_FLAG (op, FLAG_CURSED);
1005 break; 963 break;
1006 } 964 }
1007 965
1008 case AMULET: 966 case AMULET:
1009 if (op->arch == amulet_arch) 967 if (IS_ARCH (op->arch, amulet))
1010 op->value *= 5; /* Since it's not just decoration */ 968 op->value *= 5; /* Since it's not just decoration */
1011 969
1012 case RING: 970 case RING:
1013 if (op->arch == NULL)
1014 {
1015 op->destroy ();
1016 op = 0;
1017 break;
1018 }
1019
1020 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 971 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1021 break; 972 break;
1022 973
1023 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1024 SET_FLAG (op, FLAG_CURSED); 975 SET_FLAG (op, FLAG_CURSED);
1025 976
1178 * Allocate and return the pointer to an empty artifactlist structure. 1129 * Allocate and return the pointer to an empty artifactlist structure.
1179 */ 1130 */
1180static artifactlist * 1131static artifactlist *
1181get_empty_artifactlist (void) 1132get_empty_artifactlist (void)
1182{ 1133{
1183 return salloc0 <artifactlist> (); 1134 return salloc0<artifactlist> ();
1184} 1135}
1185 1136
1186/* 1137/*
1187 * Allocate and return the pointer to an empty artifact structure. 1138 * Allocate and return the pointer to an empty artifact structure.
1188 */ 1139 */
1189static artifact * 1140static artifact *
1190get_empty_artifact (void) 1141get_empty_artifact (void)
1191{ 1142{
1192 return salloc0 <artifact> (); 1143 return salloc0<artifact> ();
1193} 1144}
1194 1145
1195/* 1146/*
1196 * Searches the artifact lists and returns one that has the same type 1147 * Searches the artifact lists and returns one that has the same type
1197 * of objects on it. 1148 * of objects on it.
1202 for (artifactlist *al = first_artifactlist; al; al = al->next) 1153 for (artifactlist *al = first_artifactlist; al; al = al->next)
1203 if (al->type == type) 1154 if (al->type == type)
1204 return al; 1155 return al;
1205 1156
1206 return 0; 1157 return 0;
1207}
1208
1209/*
1210 * For debugging purposes. Dumps all tables.
1211 */
1212void
1213dump_artifacts (void)
1214{
1215 artifactlist *al;
1216 artifact *art;
1217 linked_char *next;
1218
1219 fprintf (logfile, "\n");
1220 for (al = first_artifactlist; al != NULL; al = al->next)
1221 {
1222 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1223 for (art = al->items; art != NULL; art = art->next)
1224 {
1225 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1226 if (art->allowed != NULL)
1227 {
1228 fprintf (logfile, "\tallowed combinations:");
1229 for (next = art->allowed; next != NULL; next = next->next)
1230 fprintf (logfile, "%s,", &next->name);
1231 fprintf (logfile, "\n");
1232 }
1233 }
1234 }
1235 fprintf (logfile, "\n");
1236}
1237
1238/*
1239 * For debugging purposes. Dumps all treasures recursively (see below).
1240 */
1241void
1242dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1243{
1244 treasurelist *tl;
1245 int i;
1246
1247 if (depth > 100)
1248 return;
1249
1250 while (t)
1251 {
1252 if (t->name)
1253 {
1254 for (i = 0; i < depth; i++)
1255 fprintf (logfile, " ");
1256
1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258
1259 tl = treasurelist::find (t->name);
1260 if (tl)
1261 dump_monster_treasure_rec (name, tl->items, depth + 2);
1262
1263 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " ");
1265
1266 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1267 }
1268 else
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272
1273 if (t->item && t->item->clone.type == FLESH)
1274 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1275 else
1276 fprintf (logfile, "%s\n", &t->item->clone.name);
1277 }
1278
1279 if (t->next_yes)
1280 {
1281 for (i = 0; i < depth; i++)
1282 fprintf (logfile, " ");
1283
1284 fprintf (logfile, " (if yes)\n");
1285 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1286 }
1287
1288 if (t->next_no)
1289 {
1290 for (i = 0; i < depth; i++)
1291 fprintf (logfile, " ");
1292
1293 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 }
1296
1297 t = t->next;
1298 }
1299}
1300
1301/*
1302 * For debugging purposes. Dumps all treasures for a given monster.
1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1304 */
1305void
1306dump_monster_treasure (const char *name)
1307{
1308 archetype *at;
1309 int found;
1310
1311 found = 0;
1312 fprintf (logfile, "\n");
1313
1314 for (at = first_archetype; at != NULL; at = at->next)
1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 {
1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318 if (at->clone.randomitems != NULL)
1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320 else
1321 fprintf (logfile, "(nothing)\n");
1322
1323 fprintf (logfile, "\n");
1324 found++;
1325 }
1326
1327 if (found == 0)
1328 fprintf (logfile, "No objects have the name %s!\n\n", name);
1329} 1158}
1330 1159
1331/* 1160/*
1332 * Builds up the lists of artifacts from the file in the libdir. 1161 * Builds up the lists of artifacts from the file in the libdir.
1333 */ 1162 */
1348 object_thawer f (filename); 1177 object_thawer f (filename);
1349 1178
1350 if (!f) 1179 if (!f)
1351 return; 1180 return;
1352 1181
1353 f.next ();
1354
1355 for (;;) 1182 for (;;)
1356 { 1183 {
1357 switch (f.kw) 1184 switch (f.kw)
1358 { 1185 {
1359 case KW_allowed: 1186 case KW_allowed:
1360 if (!art) 1187 if (!art)
1361 {
1362 art = get_empty_artifact (); 1188 art = get_empty_artifact ();
1363 nrofartifacts++;
1364 }
1365 1189
1366 { 1190 {
1367 if (!strcmp (f.get_str (), "all")) 1191 if (!strcmp (f.get_str (), "all"))
1368 break; 1192 break;
1369 1193
1370 char *next, *cp = f.get_str (); 1194 char *next, *cp = f.get_str ();
1371 1195
1372 do 1196 do
1373 { 1197 {
1374 nrofallowedstr++;
1375
1376 if ((next = strchr (cp, ','))) 1198 if ((next = strchr (cp, ',')))
1377 *next++ = '\0'; 1199 *next++ = '\0';
1378 1200
1379 linked_char *tmp = new linked_char; 1201 linked_char *tmp = new linked_char;
1380 1202
1395 break; 1217 break;
1396 1218
1397 case KW_object: 1219 case KW_object:
1398 { 1220 {
1399 art->item = object::create (); 1221 art->item = object::create ();
1222 f.get (art->item->name);
1223 f.next ();
1400 1224
1401 if (!art->item->parse_kv (f)) 1225 if (!art->item->parse_kv (f))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1226 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403 1227
1404 al = find_artifactlist (art->item->type); 1228 al = find_artifactlist (art->item->type);
1430 } 1254 }
1431 1255
1432done: 1256done:
1433 for (al = first_artifactlist; al; al = al->next) 1257 for (al = first_artifactlist; al; al = al->next)
1434 { 1258 {
1259 al->total_chance = 0;
1260
1435 for (art = al->items; art; art = art->next) 1261 for (art = al->items; art; art = art->next)
1436 { 1262 {
1437 if (!art->chance) 1263 if (!art->chance)
1438 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1264 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1439 else 1265 else
1445 } 1271 }
1446 1272
1447 LOG (llevDebug, "done.\n"); 1273 LOG (llevDebug, "done.\n");
1448} 1274}
1449 1275
1450
1451/* 1276/*
1452 * Used in artifact generation. The bonuses of the first object 1277 * Used in artifact generation. The bonuses of the first object
1453 * is modified by the bonuses of the second object. 1278 * is modified by the bonuses of the second object.
1454 */ 1279 */
1455
1456void 1280void
1457add_abilities (object *op, object *change) 1281add_abilities (object *op, object *change)
1458{ 1282{
1459 int i, tmp; 1283 int i, tmp;
1460 1284
1465#endif 1289#endif
1466 op->face = change->face; 1290 op->face = change->face;
1467 } 1291 }
1468 1292
1469 for (i = 0; i < NUM_STATS; i++) 1293 for (i = 0; i < NUM_STATS; i++)
1470 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1294 change_attr_value (&(op->stats), i, change->stats.stat (i));
1471 1295
1472 op->attacktype |= change->attacktype; 1296 op->attacktype |= change->attacktype;
1473 op->path_attuned |= change->path_attuned; 1297 op->path_attuned |= change->path_attuned;
1474 op->path_repelled |= change->path_repelled; 1298 op->path_repelled |= change->path_repelled;
1475 op->path_denied |= change->path_denied; 1299 op->path_denied |= change->path_denied;
1523 * to cast. So convert that to into a spell and put it into 1347 * to cast. So convert that to into a spell and put it into
1524 * this object. 1348 * this object.
1525 */ 1349 */
1526 if (op->type == HORN || op->type == POTION) 1350 if (op->type == HORN || op->type == POTION)
1527 { 1351 {
1528 object *tmp_obj;
1529
1530 /* Remove any spells this object currently has in it */ 1352 /* Remove any spells this object currently has in it */
1531 while (op->inv)
1532 op->inv->destroy (); 1353 op->destroy_inv (false);
1533 1354
1534 tmp_obj = arch_to_object (change->other_arch); 1355 object *tmp = arch_to_object (change->other_arch);
1535 insert_ob_in_ob (tmp_obj, op); 1356 insert_ob_in_ob (tmp, op);
1536 } 1357 }
1537 /* No harm setting this for potions/horns */ 1358 /* No harm setting this for potions/horns */
1538 op->other_arch = change->other_arch; 1359 op->other_arch = change->other_arch;
1539 } 1360 }
1540 1361
1639 if (change->msg) 1460 if (change->msg)
1640 op->msg = change->msg; 1461 op->msg = change->msg;
1641} 1462}
1642 1463
1643static int 1464static int
1644legal_artifact_combination (object *op, artifact * art) 1465legal_artifact_combination (object *op, artifact *art)
1645{ 1466{
1646 int neg, success = 0; 1467 int neg, success = 0;
1647 linked_char *tmp; 1468 linked_char *tmp;
1648 const char *name; 1469 const char *name;
1649 1470
1650 if (art->allowed == (linked_char *) NULL) 1471 if (!art->allowed)
1651 return 1; /* Ie, "all" */ 1472 return 1; /* Ie, "all" */
1473
1652 for (tmp = art->allowed; tmp; tmp = tmp->next) 1474 for (tmp = art->allowed; tmp; tmp = tmp->next)
1653 { 1475 {
1654#ifdef TREASURE_VERBOSE 1476#ifdef TREASURE_VERBOSE
1655 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1477 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1656#endif 1478#endif
1658 name = tmp->name + 1, neg = 1; 1480 name = tmp->name + 1, neg = 1;
1659 else 1481 else
1660 name = tmp->name, neg = 0; 1482 name = tmp->name, neg = 0;
1661 1483
1662 /* If we match name, then return the opposite of 'neg' */ 1484 /* If we match name, then return the opposite of 'neg' */
1663 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1485 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1664 return !neg; 1486 return !neg;
1665 1487
1666 /* Set success as true, since if the match was an inverse, it means 1488 /* Set success as true, since if the match was an inverse, it means
1667 * everything is allowed except what we match 1489 * everything is allowed except what we match
1668 */ 1490 */
1669 else if (neg) 1491 else if (neg)
1670 success = 1; 1492 success = 1;
1671 } 1493 }
1494
1672 return success; 1495 return success;
1673} 1496}
1674 1497
1675/* 1498/*
1676 * Fixes the given object, giving it the abilities and titles 1499 * Fixes the given object, giving it the abilities and titles
1743#if 1 1566#if 1
1744 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1567 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1745#endif 1568#endif
1746 return; 1569 return;
1747 } 1570 }
1748 if (!strcmp (art->item->name, "NONE")) 1571
1572 if (art->item->name == shstr_NONE)
1749 return; 1573 return;
1574
1750 if (FABS (op->magic) < art->item->magic) 1575 if (fabs (op->magic) < art->item->magic)
1751 continue; /* Not magic enough to be this item */ 1576 continue; /* Not magic enough to be this item */
1752 1577
1753 /* Map difficulty not high enough */ 1578 /* Map difficulty not high enough */
1754 if (difficulty < art->difficulty) 1579 if (difficulty < art->difficulty)
1755 continue; 1580 continue;
1806 item->level = donor->level; 1631 item->level = donor->level;
1807 1632
1808 /* if donor has some attacktypes, the flesh is poisonous */ 1633 /* if donor has some attacktypes, the flesh is poisonous */
1809 if (donor->attacktype & AT_POISON) 1634 if (donor->attacktype & AT_POISON)
1810 item->type = POISON; 1635 item->type = POISON;
1636
1811 if (donor->attacktype & AT_ACID) 1637 if (donor->attacktype & AT_ACID)
1812 item->stats.hp = -1 * item->stats.food; 1638 item->stats.hp = -1 * item->stats.food;
1639
1813 SET_FLAG (item, FLAG_NO_STEAL); 1640 SET_FLAG (item, FLAG_NO_STEAL);
1814 } 1641 }
1815} 1642}
1816 1643
1817/* special_potion() - so that old potion code is still done right. */ 1644/* special_potion() - so that old potion code is still done right. */
1818
1819int 1645int
1820special_potion (object *op) 1646special_potion (object *op)
1821{ 1647{
1822 if (op->attacktype) 1648 if (op->attacktype)
1823 return 1; 1649 return 1;
1855free_artifact (artifact *at) 1681free_artifact (artifact *at)
1856{ 1682{
1857 if (at->next) free_artifact (at->next); 1683 if (at->next) free_artifact (at->next);
1858 if (at->allowed) free_charlinks (at->allowed); 1684 if (at->allowed) free_charlinks (at->allowed);
1859 1685
1860 at->item->destroy (1); 1686 at->item->destroy ();
1861 1687
1862 sfree (at); 1688 sfree (at);
1863} 1689}
1864 1690
1865void 1691void

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