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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.44 by root, Mon Apr 16 15:36:22 2007 UTC vs.
Revision 1.77 by root, Mon May 5 22:18:00 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;
54> tl_map_t; 52> tl_map_t;
55 53
56static tl_map_t tl_map; 54static tl_map_t tl_map;
57 55
58/* 56/*
59 * Initialize global archtype pointers:
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 57 * Searches for the given treasurelist
82 */ 58 */
83treasurelist * 59treasurelist *
84treasurelist::find (const char *name) 60treasurelist::find (const char *name)
85{ 61{
86 if (!name) 62 if (!name)
87 return 0; 63 return 0;
88 64
89 AUTODECL (i, tl_map.find (name)); 65 auto (i, tl_map.find (name));
90 66
91 if (i == tl_map.end ()) 67 if (i == tl_map.end ())
92 return 0; 68 return 0;
93 69
94 return i->second; 70 return i->second;
128 } 104 }
129 105
130 tl->total_chance = 0; 106 tl->total_chance = 0;
131} 107}
132 108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
129
133/* 130/*
134 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
135 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
136 */ 133 */
137static treasure * 134static treasure *
138load_treasure (object_thawer &f) 135read_treasure (object_thawer &f)
139{ 136{
140 treasure *t = new treasure; 137 treasure *t = new treasure;
141 int value;
142 138
143 nroftreasures++; 139 f.next ();
144 140
145 for (;;) 141 for (;;)
146 { 142 {
147 coroapi::cede_every (10); 143 coroapi::cede_to_tick ();
148
149 f.next ();
150 144
151 switch (f.kw) 145 switch (f.kw)
152 { 146 {
153 case KW_arch: 147 case KW_arch:
154 if (!(t->item = archetype::find (f.get_str ()))) 148 t->item = archetype::find (f.get_str ());
155 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break; 156 break;
157 157
158 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break; 161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break; 162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break; 163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break; 164 case KW_magic: f.get (t->magic); break;
165 165
166 case KW_yes: t->next_yes = load_treasure (f); break; 166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = load_treasure (f); break; 167 case KW_no: t->next_no = read_treasure (f); continue;
168 168
169 case KW_end: 169 case KW_end:
170 f.next ();
170 return t; 171 return t;
171 172
172 case KW_more: 173 case KW_more:
173 t->next = load_treasure (f); 174 t->next = read_treasure (f);
174 return t; 175 return t;
175 176
176 default: 177 default:
177 if (!f.parse_error ("treasure list")) 178 if (!f.parse_error ("treasurelist", t->name))
178 return t; // error 179 goto error;
179 180
180 return t; 181 return t;
181 } 182 }
182 }
183}
184 183
185#ifdef TREASURE_DEBUG 184 f.next ();
186/* recursived checks the linked list. Treasurelist is passed only 185 }
187 * so that the treasure name can be printed out
188 */
189static void
190check_treasurelist (const treasure *t, const treasurelist * tl)
191{
192 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
193 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
194 186
195 if (t->next) 187 // not reached
196 check_treasurelist (t->next, tl);
197 188
198 if (t->next_yes) 189error:
199 check_treasurelist (t->next_yes, tl); 190 delete t;
200 191 return 0;
201 if (t->next_no)
202 check_treasurelist (t->next_no, tl);
203} 192}
204#endif
205 193
206/* 194/*
207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
208 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
209 */ 196 */
210bool 197treasurelist *
211load_treasure_file (const char *filename) 198treasurelist::read (object_thawer &f)
212{ 199{
213 treasure *t; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
214 int comp, line = 0;
215 201
216 object_thawer f (filename); 202 bool one = f.kw == KW_treasureone;
217 203 treasurelist *tl = treasurelist::get (f.get_str ());
218 if (!f) 204 clear (tl);
219 { 205 tl->items = read_treasure (f);
220 LOG (llevError, "Can't open treasure file.\n"); 206 if (!tl->items)
221 return false; 207 return 0;
208
209 /* This is a one of the many items on the list should be generated.
210 * Add up the chance total, and check to make sure the yes & no
211 * fields of the treasures are not being used.
212 */
213 if (one)
222 } 214 {
223 215 for (treasure *t = tl->items; t; t = t->next)
224 f.next ();
225
226 for (;;)
227 {
228 switch (f.kw)
229 { 216 {
230 case KW_treasure: 217 if (t->next_yes || t->next_no)
231 case KW_treasureone:
232 { 218 {
233 bool one = f.kw == KW_treasureone;
234 treasurelist *tl = treasurelist::get (f.get_str ());
235
236 clear (tl);
237 tl->items = load_treasure (f);
238
239 if (!tl->items)
240 return false;
241
242 /* This is a one of the many items on the list should be generated.
243 * Add up the chance total, and check to make sure the yes & no
244 * fields of the treasures are not being used.
245 */
246 if (one)
247 {
248 for (t = tl->items; t; t = t->next)
249 {
250#ifdef TREASURE_DEBUG
251 if (t->next_yes || t->next_no)
252 {
253 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
254 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
255 }
256#endif
257 tl->total_chance += t->chance;
258 }
259 }
260 } 221 }
261 break;
262 222
263 case KW_EOF: 223 tl->total_chance += t->chance;
264#ifdef TREASURE_DEBUG
265 /* Perform some checks on how valid the treasure data actually is.
266 * verify that list transitions work (ie, the list that it is supposed
267 * to transition to exists). Also, verify that at least the name
268 * or archetype is set for each treasure element.
269 */
270 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
271 check_treasurelist (tl->items, tl);
272#endif
273 return true;
274
275 default:
276 if (!f.parse_error ("treasure lists"))
277 return false;
278
279 break;
280 } 224 }
281
282 f.next ();
283 } 225 }
226
227 return tl;
284} 228}
285 229
286/* 230/*
287 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
288 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
295 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
296 */ 240 */
297static void 241static void
298put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
299{ 243{
300 object *tmp; 244 if (flags & GT_ENVIRONMENT)
301 245 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
303 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
304 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
305 * by another object. 249 * by another object.
306 */ 250 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
309 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
310 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
311 } 267 }
312 else 268 else
313 { 269 {
314 op = creator->insert (op); 270 op = creator->insert (op);
315 271
316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
317 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
318
319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
320 esrv_send_item (tmp, op);
321 } 274 }
322} 275}
323 276
324/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 278 * in the generated object
347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 300 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 301 {
349 if (t->name) 302 if (t->name)
350 { 303 {
351 if (difficulty >= t->magic) 304 if (difficulty >= t->magic)
305 if (treasurelist *tl = treasurelist::find (t->name))
352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 306 create_treasure (tl, op, flag, difficulty, tries);
307 else
308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
353 } 309 }
354 else 310 else
355 { 311 {
356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 313 {
358 object *tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
359 315
360 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
361 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
408 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
409 } 365 }
410 else if (t->nrof) 366 else if (t->nrof)
411 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
412 } 368 }
413 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 370 {
415 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = arch_to_object (t->item))
416 { 372 {
417 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 377 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
423 } 379 }
424 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 387}
426 388
427/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 391 * have been made. It is really in place to prevent infinite loops with
442 { 404 {
443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
444 return; 406 return;
445 } 407 }
446 408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
447 if (tl->total_chance) 418 if (tl->total_chance)
448 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 420 else
450 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 422}
458object * 429object *
459generate_treasure (treasurelist *tl, int difficulty) 430generate_treasure (treasurelist *tl, int difficulty)
460{ 431{
461 difficulty = clamp (difficulty, 1, settings.max_level); 432 difficulty = clamp (difficulty, 1, settings.max_level);
462 433
463 object *ob = object::create (), *tmp; 434 object *ob = object::create ();
464 435
465 create_treasure (tl, ob, 0, difficulty, 0); 436 create_treasure (tl, ob, 0, difficulty, 0);
466 437
467 /* Don't want to free the object we are about to return */ 438 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 439 object *tmp = ob->inv;
469 if (tmp != NULL) 440 if (tmp)
470 tmp->remove (); 441 tmp->remove ();
471 442
472 if (ob->inv) 443 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
474 445
482 * 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
483 * magical bonus "wanted". 454 * magical bonus "wanted".
484 */ 455 */
485 456
486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 457static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488// chance of magic difficulty 458// chance of magic difficulty
489// +0 +1 +2 +3 +4 459// +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, // 1 460 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, // 2 461 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, // 3 462 {85, 10, 4, 1, 0}, // 3
518 { 0, 0, 0, 3, 97}, // 29 488 { 0, 0, 0, 3, 97}, // 29
519 { 0, 0, 0, 0, 100}, // 30 489 { 0, 0, 0, 0, 100}, // 30
520 { 0, 0, 0, 0, 100}, // 31 490 { 0, 0, 0, 0, 100}, // 31
521}; 491};
522 492
523
524/* calculate the appropriate level for wands staves and scrolls. 493/* calculate the appropriate level for wands staves and scrolls.
525 * 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)
526 * 495 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006: 496 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * 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.
529 */ 498 */
530
531int 499int
532level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
533{ 501{
534 int olevel = 0;
535
536 if (!op->inv) 502 if (!op->inv)
537 { 503 {
538 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);
539 return 0; 505 return 0;
540 } 506 }
541 507
542 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
543 509
544 if (olevel <= 0) 510 if (olevel <= 0)
545 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
546 512
547 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
548 olevel = MAXLEVEL;
549
550 return olevel;
551} 514}
552 515
553/* 516/*
554 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
555 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
611 574
612 op->magic = magic; 575 op->magic = magic;
613 if (op->arch) 576 if (op->arch)
614 { 577 {
615 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
617 580
618 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 */
619 magic = (-magic); 582 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 583 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
621 } 584 }
622 else 585 else
623 { 586 {
624 if (op->type == ARMOUR) 587 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 588 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
687 case 2: 650 case 2:
688 case 3: 651 case 3:
689 case 4: 652 case 4:
690 case 5: 653 case 5:
691 case 6: 654 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 655 op->stats.stat (r) += bonus;
693 break; 656 break;
694 657
695 case 7: 658 case 7:
696 op->stats.dam += bonus; 659 op->stats.dam += bonus;
697 break; 660 break;
845 save_item_power = op->item_power; 808 save_item_power = op->item_power;
846 op->item_power = 0; 809 op->item_power = 0;
847 810
848 if (op->randomitems && op->type != SPELL) 811 if (op->randomitems && op->type != SPELL)
849 { 812 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 813 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
853
854 /* So the treasure doesn't get created again */ 814 /* So the treasure doesn't get created again */
855 op->randomitems = 0; 815 op->randomitems = 0;
856 } 816 }
857 817
858 if (difficulty < 1) 818 if (difficulty < 1)
864 ARG_INT (flags))) 824 ARG_INT (flags)))
865 return; 825 return;
866 826
867 if (!(flags & GT_MINIMAL)) 827 if (!(flags & GT_MINIMAL))
868 { 828 {
869 if (op->arch == crown_arch) 829 if (IS_ARCH (op->arch, crown))
870 { 830 {
871 set_magic (difficulty, op, max_magic, flags); 831 set_magic (difficulty, op, max_magic, flags);
872 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
873 generate_artifact (op, difficulty); 833 generate_artifact (op, difficulty);
874 } 834 }
879 839
880 num_enchantments = calc_item_power (op, 1); 840 num_enchantments = calc_item_power (op, 1);
881 841
882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 842 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN 843 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 844 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
885 * used for shop_floors or treasures */
886 generate_artifact (op, difficulty); 845 generate_artifact (op, difficulty);
887 } 846 }
888 847
889 /* Object was made an artifact. Calculate its item_power rating. 848 /* Object was made an artifact. Calculate its item_power rating.
890 * the item_power in the object is what the artfiact adds. 849 * the item_power in the object is what the artfiact adds.
932 { 891 {
933 if (op->type == POTION) 892 if (op->type == POTION)
934 /* Handle healing and magic power potions */ 893 /* Handle healing and magic power potions */
935 if (op->stats.sp && !op->randomitems) 894 if (op->stats.sp && !op->randomitems)
936 { 895 {
937 object *tmp;
938
939 tmp = get_archetype (spell_mapping[op->stats.sp]); 896 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
940 insert_ob_in_ob (tmp, op); 897 insert_ob_in_ob (tmp, op);
941 op->stats.sp = 0; 898 op->stats.sp = 0;
942 } 899 }
943 } 900 }
944 else if (!op->title) /* Only modify object if not special */ 901 else if (!op->title) /* Only modify object if not special */
1002 SET_FLAG (op, FLAG_CURSED); 959 SET_FLAG (op, FLAG_CURSED);
1003 break; 960 break;
1004 } 961 }
1005 962
1006 case AMULET: 963 case AMULET:
1007 if (op->arch == amulet_arch) 964 if (IS_ARCH (op->arch, amulet))
1008 op->value *= 5; /* Since it's not just decoration */ 965 op->value *= 5; /* Since it's not just decoration */
1009 966
1010 case RING: 967 case RING:
1011 if (op->arch == NULL) 968 if (!op->arch) // wtf? schmorp
1012 { 969 {
1013 op->destroy (); 970 op->destroy ();
1014 op = 0; 971 op = 0;
1015 break; 972 break;
1016 } 973 }
1017 974
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 975 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1019 break; 976 break;
1020 977
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED); 979 SET_FLAG (op, FLAG_CURSED);
1023 980
1176 * Allocate and return the pointer to an empty artifactlist structure. 1133 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1134 */
1178static artifactlist * 1135static artifactlist *
1179get_empty_artifactlist (void) 1136get_empty_artifactlist (void)
1180{ 1137{
1181 return salloc0 <artifactlist> (); 1138 return salloc0<artifactlist> ();
1182} 1139}
1183 1140
1184/* 1141/*
1185 * Allocate and return the pointer to an empty artifact structure. 1142 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1143 */
1187static artifact * 1144static artifact *
1188get_empty_artifact (void) 1145get_empty_artifact (void)
1189{ 1146{
1190 return salloc0 <artifact> (); 1147 return salloc0<artifact> ();
1191} 1148}
1192 1149
1193/* 1150/*
1194 * Searches the artifact lists and returns one that has the same type 1151 * Searches the artifact lists and returns one that has the same type
1195 * of objects on it. 1152 * of objects on it.
1200 for (artifactlist *al = first_artifactlist; al; al = al->next) 1157 for (artifactlist *al = first_artifactlist; al; al = al->next)
1201 if (al->type == type) 1158 if (al->type == type)
1202 return al; 1159 return al;
1203 1160
1204 return 0; 1161 return 0;
1205}
1206
1207/*
1208 * For debugging purposes. Dumps all tables.
1209 */
1210void
1211dump_artifacts (void)
1212{
1213 artifactlist *al;
1214 artifact *art;
1215 linked_char *next;
1216
1217 fprintf (logfile, "\n");
1218 for (al = first_artifactlist; al != NULL; al = al->next)
1219 {
1220 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1221 for (art = al->items; art != NULL; art = art->next)
1222 {
1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1224 if (art->allowed != NULL)
1225 {
1226 fprintf (logfile, "\tallowed combinations:");
1227 for (next = art->allowed; next != NULL; next = next->next)
1228 fprintf (logfile, "%s,", &next->name);
1229 fprintf (logfile, "\n");
1230 }
1231 }
1232 }
1233 fprintf (logfile, "\n");
1234}
1235
1236/*
1237 * For debugging purposes. Dumps all treasures recursively (see below).
1238 */
1239void
1240dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1241{
1242 treasurelist *tl;
1243 int i;
1244
1245 if (depth > 100)
1246 return;
1247
1248 while (t)
1249 {
1250 if (t->name)
1251 {
1252 for (i = 0; i < depth; i++)
1253 fprintf (logfile, " ");
1254
1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1257 tl = treasurelist::find (t->name);
1258 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263
1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1265 }
1266 else
1267 {
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270
1271 if (t->item && t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 }
1276
1277 if (t->next_yes)
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281
1282 fprintf (logfile, " (if yes)\n");
1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1284 }
1285
1286 if (t->next_no)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290
1291 fprintf (logfile, " (if no)\n");
1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1293 }
1294
1295 t = t->next;
1296 }
1297}
1298
1299/*
1300 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */
1303void
1304dump_monster_treasure (const char *name)
1305{
1306 archetype *at;
1307 int found;
1308
1309 found = 0;
1310 fprintf (logfile, "\n");
1311
1312 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else
1319 fprintf (logfile, "(nothing)\n");
1320
1321 fprintf (logfile, "\n");
1322 found++;
1323 }
1324
1325 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327} 1162}
1328 1163
1329/* 1164/*
1330 * Builds up the lists of artifacts from the file in the libdir. 1165 * Builds up the lists of artifacts from the file in the libdir.
1331 */ 1166 */
1346 object_thawer f (filename); 1181 object_thawer f (filename);
1347 1182
1348 if (!f) 1183 if (!f)
1349 return; 1184 return;
1350 1185
1351 f.next ();
1352
1353 for (;;) 1186 for (;;)
1354 { 1187 {
1355 switch (f.kw) 1188 switch (f.kw)
1356 { 1189 {
1357 case KW_allowed: 1190 case KW_allowed:
1358 if (!art) 1191 if (!art)
1359 {
1360 art = get_empty_artifact (); 1192 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1193
1364 { 1194 {
1365 if (!strcmp (f.get_str (), "all")) 1195 if (!strcmp (f.get_str (), "all"))
1366 break; 1196 break;
1367 1197
1368 char *next, *cp = f.get_str (); 1198 char *next, *cp = f.get_str ();
1369 1199
1370 do 1200 do
1371 { 1201 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1202 if ((next = strchr (cp, ',')))
1375 *next++ = '\0'; 1203 *next++ = '\0';
1376 1204
1377 linked_char *tmp = new linked_char; 1205 linked_char *tmp = new linked_char;
1378 1206
1393 break; 1221 break;
1394 1222
1395 case KW_object: 1223 case KW_object:
1396 { 1224 {
1397 art->item = object::create (); 1225 art->item = object::create ();
1226 f.get (art->item->name);
1227 f.next ();
1398 1228
1399 if (!art->item->parse_kv (f)) 1229 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1230 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1231
1402 al = find_artifactlist (art->item->type); 1232 al = find_artifactlist (art->item->type);
1428 } 1258 }
1429 1259
1430done: 1260done:
1431 for (al = first_artifactlist; al; al = al->next) 1261 for (al = first_artifactlist; al; al = al->next)
1432 { 1262 {
1263 al->total_chance = 0;
1264
1433 for (art = al->items; art; art = art->next) 1265 for (art = al->items; art; art = art->next)
1434 { 1266 {
1435 if (!art->chance) 1267 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1268 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else 1269 else
1443 } 1275 }
1444 1276
1445 LOG (llevDebug, "done.\n"); 1277 LOG (llevDebug, "done.\n");
1446} 1278}
1447 1279
1448
1449/* 1280/*
1450 * Used in artifact generation. The bonuses of the first object 1281 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1282 * is modified by the bonuses of the second object.
1452 */ 1283 */
1453
1454void 1284void
1455add_abilities (object *op, object *change) 1285add_abilities (object *op, object *change)
1456{ 1286{
1457 int i, tmp; 1287 int i, tmp;
1458 1288
1463#endif 1293#endif
1464 op->face = change->face; 1294 op->face = change->face;
1465 } 1295 }
1466 1296
1467 for (i = 0; i < NUM_STATS; i++) 1297 for (i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1298 change_attr_value (&(op->stats), i, change->stats.stat (i));
1469 1299
1470 op->attacktype |= change->attacktype; 1300 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned; 1301 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled; 1302 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied; 1303 op->path_denied |= change->path_denied;
1637 if (change->msg) 1467 if (change->msg)
1638 op->msg = change->msg; 1468 op->msg = change->msg;
1639} 1469}
1640 1470
1641static int 1471static int
1642legal_artifact_combination (object *op, artifact * art) 1472legal_artifact_combination (object *op, artifact *art)
1643{ 1473{
1644 int neg, success = 0; 1474 int neg, success = 0;
1645 linked_char *tmp; 1475 linked_char *tmp;
1646 const char *name; 1476 const char *name;
1647 1477
1648 if (art->allowed == (linked_char *) NULL) 1478 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1479 return 1; /* Ie, "all" */
1480
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1481 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1482 {
1652#ifdef TREASURE_VERBOSE 1483#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1484 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1485#endif
1656 name = tmp->name + 1, neg = 1; 1487 name = tmp->name + 1, neg = 1;
1657 else 1488 else
1658 name = tmp->name, neg = 0; 1489 name = tmp->name, neg = 0;
1659 1490
1660 /* If we match name, then return the opposite of 'neg' */ 1491 /* If we match name, then return the opposite of 'neg' */
1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1492 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1662 return !neg; 1493 return !neg;
1663 1494
1664 /* Set success as true, since if the match was an inverse, it means 1495 /* Set success as true, since if the match was an inverse, it means
1665 * everything is allowed except what we match 1496 * everything is allowed except what we match
1666 */ 1497 */
1667 else if (neg) 1498 else if (neg)
1668 success = 1; 1499 success = 1;
1669 } 1500 }
1501
1670 return success; 1502 return success;
1671} 1503}
1672 1504
1673/* 1505/*
1674 * Fixes the given object, giving it the abilities and titles 1506 * Fixes the given object, giving it the abilities and titles
1811 SET_FLAG (item, FLAG_NO_STEAL); 1643 SET_FLAG (item, FLAG_NO_STEAL);
1812 } 1644 }
1813} 1645}
1814 1646
1815/* special_potion() - so that old potion code is still done right. */ 1647/* special_potion() - so that old potion code is still done right. */
1816
1817int 1648int
1818special_potion (object *op) 1649special_potion (object *op)
1819{ 1650{
1820 if (op->attacktype) 1651 if (op->attacktype)
1821 return 1; 1652 return 1;

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