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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.43 by root, Mon Apr 16 11:09:30 2007 UTC vs.
Revision 1.79 by root, Tue Jul 29 02:00:55 2008 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_treasure_file (const char *filename) 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 object_thawer f (filename); 201 bool one = f.kw == KW_treasureone;
216 202 treasurelist *tl = treasurelist::get (f.get_str ());
217 if (!f) 203 clear (tl);
218 { 204 tl->items = read_treasure (f);
219 LOG (llevError, "Can't open treasure file.\n"); 205 if (!tl->items)
220 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)
221 } 213 {
222 214 for (treasure *t = tl->items; t; t = t->next)
223 f.next ();
224
225 for (;;)
226 {
227 switch (f.kw)
228 { 215 {
229 case KW_treasure: 216 if (t->next_yes || t->next_no)
230 case KW_treasureone:
231 { 217 {
232 bool one = f.kw == KW_treasureone;
233 treasurelist *tl = treasurelist::get (f.get_str ());
234
235 clear (tl);
236 tl->items = load_treasure (f);
237
238 if (!tl->items)
239 return false;
240
241 /* This is a one of the many items on the list should be generated.
242 * Add up the chance total, and check to make sure the yes & no
243 * fields of the treasures are not being used.
244 */
245 if (one)
246 {
247 for (t = tl->items; t; t = t->next)
248 {
249#ifdef TREASURE_DEBUG
250 if (t->next_yes || t->next_no)
251 {
252 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);
253 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");
254 }
255#endif
256 tl->total_chance += t->chance;
257 }
258 }
259 } 220 }
260 break;
261 221
262 case KW_EOF: 222 tl->total_chance += t->chance;
263#ifdef TREASURE_DEBUG
264 /* Perform some checks on how valid the treasure data actually is.
265 * verify that list transitions work (ie, the list that it is supposed
266 * to transition to exists). Also, verify that at least the name
267 * or archetype is set for each treasure element.
268 */
269 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
270 check_treasurelist (tl->items, tl);
271#endif
272 return true;
273
274 default:
275 if (!f.parse_error ("treasure lists"))
276 return false;
277
278 break;
279 } 223 }
280
281 f.next ();
282 } 224 }
225
226 return tl;
283} 227}
284 228
285/* 229/*
286 * Generates the objects specified by the given treasure. 230 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 231 * It goes recursively through the rest of the linked list.
294 * start with equipment, but only their abilities). 238 * start with equipment, but only their abilities).
295 */ 239 */
296static void 240static void
297put_treasure (object *op, object *creator, int flags) 241put_treasure (object *op, object *creator, int flags)
298{ 242{
299 object *tmp; 243 if (flags & GT_ENVIRONMENT)
300 244 {
301 /* 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
302 * 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
303 * 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
304 * by another object. 248 * by another object.
305 */ 249 */
306 if (flags & GT_ENVIRONMENT && op->type != SPELL) 250 //TODO: flag such as objects... as such (no drop, anybody?)
307 { 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 {
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 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 }
310 } 266 }
311 else 267 else
312 { 268 {
313 op = creator->insert (op); 269 op = creator->insert (op);
314 270
315 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
316 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
317
318 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
319 esrv_send_item (tmp, op);
320 } 273 }
321} 274}
322 275
323/* 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
324 * in the generated object 277 * in the generated object
346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 299 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
347 { 300 {
348 if (t->name) 301 if (t->name)
349 { 302 {
350 if (difficulty >= t->magic) 303 if (difficulty >= t->magic)
304 if (treasurelist *tl = treasurelist::find (t->name))
351 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);
352 } 308 }
353 else 309 else
354 { 310 {
355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
356 { 312 {
357 object *tmp = arch_to_object (t->item); 313 object *tmp = arch_to_object (t->item);
358 314
359 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
407 create_treasure (tl, op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
408 } 364 }
409 else if (t->nrof) 365 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
411 } 367 }
412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 369 {
414 if (object *tmp = arch_to_object (t->item)) 370 if (object *tmp = arch_to_object (t->item))
415 { 371 {
416 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = rndm (t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 376 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 377 put_treasure (tmp, op, flag);
422 } 378 }
423 } 379 }
380}
381
382void
383object::create_treasure (treasurelist *tl, int flags)
384{
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 386}
425 387
426/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
428 * 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
441 { 403 {
442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
443 return; 405 return;
444 } 406 }
445 407
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
446 if (tl->total_chance) 417 if (tl->total_chance)
447 create_one_treasure (tl, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
448 else 419 else
449 create_all_treasures (tl->items, op, flag, difficulty, tries); 420 create_all_treasures (tl->items, op, flag, difficulty, tries);
450} 421}
457object * 428object *
458generate_treasure (treasurelist *tl, int difficulty) 429generate_treasure (treasurelist *tl, int difficulty)
459{ 430{
460 difficulty = clamp (difficulty, 1, settings.max_level); 431 difficulty = clamp (difficulty, 1, settings.max_level);
461 432
462 object *ob = object::create (), *tmp; 433 object *ob = object::create ();
463 434
464 create_treasure (tl, ob, 0, difficulty, 0); 435 create_treasure (tl, ob, 0, difficulty, 0);
465 436
466 /* 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 */
467 tmp = ob->inv; 438 object *tmp = ob->inv;
468 if (tmp != NULL) 439 if (tmp)
469 tmp->remove (); 440 tmp->remove ();
470 441
471 if (ob->inv) 442 if (ob->inv)
472 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
473 444
481 * The array has two arguments, the difficulty of the level, and the 452 * The array has two arguments, the difficulty of the level, and the
482 * magical bonus "wanted". 453 * magical bonus "wanted".
483 */ 454 */
484 455
485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 456static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
486
487// chance of magic difficulty 457// chance of magic difficulty
488// +0 +1 +2 +3 +4 458// +0 +1 +2 +3 +4
489 {95, 2, 2, 1, 0}, // 1 459 {95, 2, 2, 1, 0}, // 1
490 {92, 5, 2, 1, 0}, // 2 460 {92, 5, 2, 1, 0}, // 2
491 {85, 10, 4, 1, 0}, // 3 461 {85, 10, 4, 1, 0}, // 3
517 { 0, 0, 0, 3, 97}, // 29 487 { 0, 0, 0, 3, 97}, // 29
518 { 0, 0, 0, 0, 100}, // 30 488 { 0, 0, 0, 0, 100}, // 30
519 { 0, 0, 0, 0, 100}, // 31 489 { 0, 0, 0, 0, 100}, // 31
520}; 490};
521 491
522
523/* calculate the appropriate level for wands staves and scrolls. 492/* calculate the appropriate level for wands staves and scrolls.
524 * This code presumes that op has had its spell object created (in op->inv) 493 * This code presumes that op has had its spell object created (in op->inv)
525 * 494 *
526 * elmex Wed Aug 9 17:44:59 CEST 2006: 495 * elmex Wed Aug 9 17:44:59 CEST 2006:
527 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 496 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
528 */ 497 */
529
530int 498int
531level_for_item (const object *op, int difficulty) 499level_for_item (const object *op, int difficulty)
532{ 500{
533 int olevel = 0;
534
535 if (!op->inv) 501 if (!op->inv)
536 { 502 {
537 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 503 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
538 return 0; 504 return 0;
539 } 505 }
540 506
541 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 507 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
542 508
543 if (olevel <= 0) 509 if (olevel <= 0)
544 olevel = rndm (1, MIN (op->inv->level, 1)); 510 olevel = rndm (1, op->inv->level);
545 511
546 if (olevel > MAXLEVEL) 512 return min (olevel, MAXLEVEL);
547 olevel = MAXLEVEL;
548
549 return olevel;
550} 513}
551 514
552/* 515/*
553 * Based upon the specified difficulty and upon the difftomagic_list array, 516 * Based upon the specified difficulty and upon the difftomagic_list array,
554 * a random magical bonus is returned. This is used when determine 517 * a random magical bonus is returned. This is used when determine
610 573
611 op->magic = magic; 574 op->magic = magic;
612 if (op->arch) 575 if (op->arch)
613 { 576 {
614 if (op->type == ARMOUR) 577 if (op->type == ARMOUR)
615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 578 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
616 579
617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 580 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
618 magic = (-magic); 581 magic = (-magic);
582
619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
620 } 584 }
621 else 585 else
622 { 586 {
623 if (op->type == ARMOUR) 587 if (op->type == ARMOUR)
624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
589
625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 590 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
626 magic = (-magic); 591 magic = (-magic);
592
627 op->weight = (op->weight * (100 - magic * 10)) / 100; 593 op->weight = (op->weight * (100 - magic * 10)) / 100;
628 } 594 }
629} 595}
630 596
631/* 597/*
686 case 2: 652 case 2:
687 case 3: 653 case 3:
688 case 4: 654 case 4:
689 case 5: 655 case 5:
690 case 6: 656 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 657 op->stats.stat (r) += bonus;
692 break; 658 break;
693 659
694 case 7: 660 case 7:
695 op->stats.dam += bonus; 661 op->stats.dam += bonus;
696 break; 662 break;
844 save_item_power = op->item_power; 810 save_item_power = op->item_power;
845 op->item_power = 0; 811 op->item_power = 0;
846 812
847 if (op->randomitems && op->type != SPELL) 813 if (op->randomitems && op->type != SPELL)
848 { 814 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 815 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
852
853 /* So the treasure doesn't get created again */ 816 /* So the treasure doesn't get created again */
854 op->randomitems = 0; 817 op->randomitems = 0;
855 } 818 }
856 819
857 if (difficulty < 1) 820 if (difficulty < 1)
863 ARG_INT (flags))) 826 ARG_INT (flags)))
864 return; 827 return;
865 828
866 if (!(flags & GT_MINIMAL)) 829 if (!(flags & GT_MINIMAL))
867 { 830 {
868 if (op->arch == crown_arch) 831 if (IS_ARCH (op->arch, crown))
869 { 832 {
870 set_magic (difficulty, op, max_magic, flags); 833 set_magic (difficulty, op, max_magic, flags);
871 num_enchantments = calc_item_power (op, 1); 834 num_enchantments = calc_item_power (op, 1);
872 generate_artifact (op, difficulty); 835 generate_artifact (op, difficulty);
873 } 836 }
878 841
879 num_enchantments = calc_item_power (op, 1); 842 num_enchantments = calc_item_power (op, 1);
880 843
881 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 844 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
882 || op->type == HORN 845 || op->type == HORN
883 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 846 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
884 * used for shop_floors or treasures */
885 generate_artifact (op, difficulty); 847 generate_artifact (op, difficulty);
886 } 848 }
887 849
888 /* Object was made an artifact. Calculate its item_power rating. 850 /* Object was made an artifact. Calculate its item_power rating.
889 * the item_power in the object is what the artfiact adds. 851 * the item_power in the object is what the artfiact adds.
931 { 893 {
932 if (op->type == POTION) 894 if (op->type == POTION)
933 /* Handle healing and magic power potions */ 895 /* Handle healing and magic power potions */
934 if (op->stats.sp && !op->randomitems) 896 if (op->stats.sp && !op->randomitems)
935 { 897 {
936 object *tmp;
937
938 tmp = get_archetype (spell_mapping[op->stats.sp]); 898 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
939 insert_ob_in_ob (tmp, op); 899 insert_ob_in_ob (tmp, op);
940 op->stats.sp = 0; 900 op->stats.sp = 0;
941 } 901 }
942 } 902 }
943 else if (!op->title) /* Only modify object if not special */ 903 else if (!op->title) /* Only modify object if not special */
1001 SET_FLAG (op, FLAG_CURSED); 961 SET_FLAG (op, FLAG_CURSED);
1002 break; 962 break;
1003 } 963 }
1004 964
1005 case AMULET: 965 case AMULET:
1006 if (op->arch == amulet_arch) 966 if (IS_ARCH (op->arch, amulet))
1007 op->value *= 5; /* Since it's not just decoration */ 967 op->value *= 5; /* Since it's not just decoration */
1008 968
1009 case RING: 969 case RING:
1010 if (op->arch == NULL) 970 if (!op->arch) // wtf? schmorp
1011 { 971 {
1012 op->destroy (); 972 op->destroy ();
1013 op = 0; 973 op = 0;
1014 break; 974 break;
1015 } 975 }
1016 976
1017 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 977 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1018 break; 978 break;
1019 979
1020 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 980 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1021 SET_FLAG (op, FLAG_CURSED); 981 SET_FLAG (op, FLAG_CURSED);
1022 982
1175 * Allocate and return the pointer to an empty artifactlist structure. 1135 * Allocate and return the pointer to an empty artifactlist structure.
1176 */ 1136 */
1177static artifactlist * 1137static artifactlist *
1178get_empty_artifactlist (void) 1138get_empty_artifactlist (void)
1179{ 1139{
1180 return salloc0 <artifactlist> (); 1140 return salloc0<artifactlist> ();
1181} 1141}
1182 1142
1183/* 1143/*
1184 * Allocate and return the pointer to an empty artifact structure. 1144 * Allocate and return the pointer to an empty artifact structure.
1185 */ 1145 */
1186static artifact * 1146static artifact *
1187get_empty_artifact (void) 1147get_empty_artifact (void)
1188{ 1148{
1189 return salloc0 <artifact> (); 1149 return salloc0<artifact> ();
1190} 1150}
1191 1151
1192/* 1152/*
1193 * Searches the artifact lists and returns one that has the same type 1153 * Searches the artifact lists and returns one that has the same type
1194 * of objects on it. 1154 * of objects on it.
1199 for (artifactlist *al = first_artifactlist; al; al = al->next) 1159 for (artifactlist *al = first_artifactlist; al; al = al->next)
1200 if (al->type == type) 1160 if (al->type == type)
1201 return al; 1161 return al;
1202 1162
1203 return 0; 1163 return 0;
1204}
1205
1206/*
1207 * For debugging purposes. Dumps all tables.
1208 */
1209void
1210dump_artifacts (void)
1211{
1212 artifactlist *al;
1213 artifact *art;
1214 linked_char *next;
1215
1216 fprintf (logfile, "\n");
1217 for (al = first_artifactlist; al != NULL; al = al->next)
1218 {
1219 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1220 for (art = al->items; art != NULL; art = art->next)
1221 {
1222 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1223 if (art->allowed != NULL)
1224 {
1225 fprintf (logfile, "\tallowed combinations:");
1226 for (next = art->allowed; next != NULL; next = next->next)
1227 fprintf (logfile, "%s,", &next->name);
1228 fprintf (logfile, "\n");
1229 }
1230 }
1231 }
1232 fprintf (logfile, "\n");
1233}
1234
1235/*
1236 * For debugging purposes. Dumps all treasures recursively (see below).
1237 */
1238void
1239dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1240{
1241 treasurelist *tl;
1242 int i;
1243
1244 if (depth > 100)
1245 return;
1246
1247 while (t)
1248 {
1249 if (t->name)
1250 {
1251 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " ");
1253
1254 fprintf (logfile, "{ (list: %s)\n", &t->name);
1255
1256 tl = treasurelist::find (t->name);
1257 if (tl)
1258 dump_monster_treasure_rec (name, tl->items, depth + 2);
1259
1260 for (i = 0; i < depth; i++)
1261 fprintf (logfile, " ");
1262
1263 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1264 }
1265 else
1266 {
1267 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " ");
1269
1270 if (t->item && t->item->clone.type == FLESH)
1271 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1272 else
1273 fprintf (logfile, "%s\n", &t->item->clone.name);
1274 }
1275
1276 if (t->next_yes)
1277 {
1278 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " ");
1280
1281 fprintf (logfile, " (if yes)\n");
1282 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1283 }
1284
1285 if (t->next_no)
1286 {
1287 for (i = 0; i < depth; i++)
1288 fprintf (logfile, " ");
1289
1290 fprintf (logfile, " (if no)\n");
1291 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1292 }
1293
1294 t = t->next;
1295 }
1296}
1297
1298/*
1299 * For debugging purposes. Dumps all treasures for a given monster.
1300 * Created originally by Raphael Quinet for debugging the alchemy code.
1301 */
1302void
1303dump_monster_treasure (const char *name)
1304{
1305 archetype *at;
1306 int found;
1307
1308 found = 0;
1309 fprintf (logfile, "\n");
1310
1311 for (at = first_archetype; at != NULL; at = at->next)
1312 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1313 {
1314 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1315 if (at->clone.randomitems != NULL)
1316 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1317 else
1318 fprintf (logfile, "(nothing)\n");
1319
1320 fprintf (logfile, "\n");
1321 found++;
1322 }
1323
1324 if (found == 0)
1325 fprintf (logfile, "No objects have the name %s!\n\n", name);
1326} 1164}
1327 1165
1328/* 1166/*
1329 * Builds up the lists of artifacts from the file in the libdir. 1167 * Builds up the lists of artifacts from the file in the libdir.
1330 */ 1168 */
1345 object_thawer f (filename); 1183 object_thawer f (filename);
1346 1184
1347 if (!f) 1185 if (!f)
1348 return; 1186 return;
1349 1187
1350 f.next ();
1351
1352 for (;;) 1188 for (;;)
1353 { 1189 {
1354 switch (f.kw) 1190 switch (f.kw)
1355 { 1191 {
1356 case KW_allowed: 1192 case KW_allowed:
1357 if (!art) 1193 if (!art)
1358 {
1359 art = get_empty_artifact (); 1194 art = get_empty_artifact ();
1360 nrofartifacts++;
1361 }
1362 1195
1363 { 1196 {
1364 if (!strcmp (f.get_str (), "all")) 1197 if (!strcmp (f.get_str (), "all"))
1365 break; 1198 break;
1366 1199
1367 char *next, *cp = f.get_str (); 1200 char *next, *cp = f.get_str ();
1368 1201
1369 do 1202 do
1370 { 1203 {
1371 nrofallowedstr++;
1372
1373 if ((next = strchr (cp, ','))) 1204 if ((next = strchr (cp, ',')))
1374 *next++ = '\0'; 1205 *next++ = '\0';
1375 1206
1376 linked_char *tmp = new linked_char; 1207 linked_char *tmp = new linked_char;
1377 1208
1392 break; 1223 break;
1393 1224
1394 case KW_object: 1225 case KW_object:
1395 { 1226 {
1396 art->item = object::create (); 1227 art->item = object::create ();
1228 f.get (art->item->name);
1229 f.next ();
1397 1230
1398 if (!art->item->parse_kv (f)) 1231 if (!art->item->parse_kv (f))
1399 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1232 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1400 1233
1401 al = find_artifactlist (art->item->type); 1234 al = find_artifactlist (art->item->type);
1427 } 1260 }
1428 1261
1429done: 1262done:
1430 for (al = first_artifactlist; al; al = al->next) 1263 for (al = first_artifactlist; al; al = al->next)
1431 { 1264 {
1265 al->total_chance = 0;
1266
1432 for (art = al->items; art; art = art->next) 1267 for (art = al->items; art; art = art->next)
1433 { 1268 {
1434 if (!art->chance) 1269 if (!art->chance)
1435 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1270 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1436 else 1271 else
1442 } 1277 }
1443 1278
1444 LOG (llevDebug, "done.\n"); 1279 LOG (llevDebug, "done.\n");
1445} 1280}
1446 1281
1447
1448/* 1282/*
1449 * Used in artifact generation. The bonuses of the first object 1283 * Used in artifact generation. The bonuses of the first object
1450 * is modified by the bonuses of the second object. 1284 * is modified by the bonuses of the second object.
1451 */ 1285 */
1452
1453void 1286void
1454add_abilities (object *op, object *change) 1287add_abilities (object *op, object *change)
1455{ 1288{
1456 int i, tmp; 1289 int i, tmp;
1457 1290
1462#endif 1295#endif
1463 op->face = change->face; 1296 op->face = change->face;
1464 } 1297 }
1465 1298
1466 for (i = 0; i < NUM_STATS; i++) 1299 for (i = 0; i < NUM_STATS; i++)
1467 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1300 change_attr_value (&(op->stats), i, change->stats.stat (i));
1468 1301
1469 op->attacktype |= change->attacktype; 1302 op->attacktype |= change->attacktype;
1470 op->path_attuned |= change->path_attuned; 1303 op->path_attuned |= change->path_attuned;
1471 op->path_repelled |= change->path_repelled; 1304 op->path_repelled |= change->path_repelled;
1472 op->path_denied |= change->path_denied; 1305 op->path_denied |= change->path_denied;
1636 if (change->msg) 1469 if (change->msg)
1637 op->msg = change->msg; 1470 op->msg = change->msg;
1638} 1471}
1639 1472
1640static int 1473static int
1641legal_artifact_combination (object *op, artifact * art) 1474legal_artifact_combination (object *op, artifact *art)
1642{ 1475{
1643 int neg, success = 0; 1476 int neg, success = 0;
1644 linked_char *tmp; 1477 linked_char *tmp;
1645 const char *name; 1478 const char *name;
1646 1479
1647 if (art->allowed == (linked_char *) NULL) 1480 if (!art->allowed)
1648 return 1; /* Ie, "all" */ 1481 return 1; /* Ie, "all" */
1482
1649 for (tmp = art->allowed; tmp; tmp = tmp->next) 1483 for (tmp = art->allowed; tmp; tmp = tmp->next)
1650 { 1484 {
1651#ifdef TREASURE_VERBOSE 1485#ifdef TREASURE_VERBOSE
1652 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1486 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1653#endif 1487#endif
1655 name = tmp->name + 1, neg = 1; 1489 name = tmp->name + 1, neg = 1;
1656 else 1490 else
1657 name = tmp->name, neg = 0; 1491 name = tmp->name, neg = 0;
1658 1492
1659 /* If we match name, then return the opposite of 'neg' */ 1493 /* If we match name, then return the opposite of 'neg' */
1660 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1494 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1661 return !neg; 1495 return !neg;
1662 1496
1663 /* Set success as true, since if the match was an inverse, it means 1497 /* Set success as true, since if the match was an inverse, it means
1664 * everything is allowed except what we match 1498 * everything is allowed except what we match
1665 */ 1499 */
1666 else if (neg) 1500 else if (neg)
1667 success = 1; 1501 success = 1;
1668 } 1502 }
1503
1669 return success; 1504 return success;
1670} 1505}
1671 1506
1672/* 1507/*
1673 * Fixes the given object, giving it the abilities and titles 1508 * Fixes the given object, giving it the abilities and titles
1810 SET_FLAG (item, FLAG_NO_STEAL); 1645 SET_FLAG (item, FLAG_NO_STEAL);
1811 } 1646 }
1812} 1647}
1813 1648
1814/* special_potion() - so that old potion code is still done right. */ 1649/* special_potion() - so that old potion code is still done right. */
1815
1816int 1650int
1817special_potion (object *op) 1651special_potion (object *op)
1818{ 1652{
1819 if (op->attacktype) 1653 if (op->attacktype)
1820 return 1; 1654 return 1;

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