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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.45 by root, Mon Apr 16 15:41:26 2007 UTC vs.
Revision 1.88 by root, Fri Nov 6 12:27:05 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h> 38#include <loader.h>
40 39
41extern char *spell_mapping[]; 40extern char *spell_mapping[];
42 41
43static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
48 const char *, 47 const char *,
49 treasurelist *, 48 treasurelist *,
50 str_hash, 49 str_hash,
51 str_equal, 50 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 52> tl_map_t;
55 53
56static tl_map_t tl_map; 54static tl_map_t tl_map;
57 55
58/* 56//TODO: class method
59 * Initialize global archtype pointers: 57static void
60 */ 58clear (treasurelist *tl)
61void
62init_archetype_pointers ()
63{ 59{
64 int prev_warn = warn_archetypes; 60 void free_treasurestruct (treasure *t);
65 61
66 warn_archetypes = 1; 62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67 67
68 if (ring_arch == NULL) 68 tl->total_chance = 0;
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} 69}
79 70
80/* 71/*
81 * Searches for the given treasurelist 72 * Searches for the given treasurelist
82 */ 73 */
115 } 106 }
116 107
117 return tl; 108 return tl;
118} 109}
119 110
120//TODO: class method 111#ifdef TREASURE_DEBUG
121void 112/* recursived checks the linked list. Treasurelist is passed only
122clear (treasurelist *tl) 113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
123{ 117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (tl->items) 124 if (t->next_yes)
125 { 125 check_treasurelist (t->next_yes, tl);
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129 126
130 tl->total_chance = 0; 127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
131} 129}
130#endif
132 131
133/* 132/*
134 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
135 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
136 */ 135 */
137static treasure * 136static treasure *
138load_treasure (object_thawer &f) 137read_treasure (object_thawer &f)
139{ 138{
140 treasure *t = new treasure; 139 treasure *t = new treasure;
141 int value;
142 140
143 nroftreasures++; 141 f.next ();
144 142
145 for (;;) 143 for (;;)
146 { 144 {
147 coroapi::cede_every (10); 145 coroapi::cede_to_tick ();
148
149 f.next ();
150 146
151 switch (f.kw) 147 switch (f.kw)
152 { 148 {
153 case KW_arch: 149 case KW_arch:
154 if (!(t->item = archetype::find (f.get_str ()))) 150 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 ()); 151
152 if (!t->item)
153 {
154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
156 break; 158 break;
157 159
158 case KW_list: f.get (t->name); break; 160 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break; 161 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break; 162 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break; 163 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break; 164 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break; 165 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break; 166 case KW_magic: f.get (t->magic); break;
165 167
166 case KW_yes: t->next_yes = load_treasure (f); break; 168 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = load_treasure (f); break; 169 case KW_no: t->next_no = read_treasure (f); continue;
168 170
169 case KW_end: 171 case KW_end:
172 f.next ();
170 return t; 173 return t;
171 174
172 case KW_more: 175 case KW_more:
173 t->next = load_treasure (f); 176 t->next = read_treasure (f);
174 return t; 177 return t;
175 178
176 default: 179 default:
177 if (!f.parse_error ("treasure list")) 180 if (!f.parse_error ("treasurelist", t->name))
178 return t; // error 181 goto error;
179 182
180 return t; 183 return t;
181 } 184 }
182 }
183}
184 185
185#ifdef TREASURE_DEBUG 186 f.next ();
186/* recursived checks the linked list. Treasurelist is passed only 187 }
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);
194 188
195 if (t->next) 189 // not reached
196 check_treasurelist (t->next, tl);
197 190
198 if (t->next_yes) 191error:
199 check_treasurelist (t->next_yes, tl); 192 delete t;
200 193 return 0;
201 if (t->next_no)
202 check_treasurelist (t->next_no, tl);
203} 194}
204#endif
205 195
206/* 196/*
207 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
208 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
209 */ 198 */
210bool 199treasurelist *
211load_treasure_file (const char *filename) 200treasurelist::read (object_thawer &f)
212{ 201{
213 treasure *t; 202 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
214 int comp, line = 0;
215 203
216 object_thawer f (filename); 204 bool one = f.kw == KW_treasureone;
217 205 treasurelist *tl = treasurelist::get (f.get_str ());
218 if (!f) 206 clear (tl);
219 { 207 tl->items = read_treasure (f);
220 LOG (llevError, "Can't open treasure file.\n"); 208 if (!tl->items)
221 return false; 209 return 0;
210
211 /* This is a one of the many items on the list should be generated.
212 * Add up the chance total, and check to make sure the yes & no
213 * fields of the treasures are not being used.
214 */
215 if (one)
222 } 216 {
223 217 for (treasure *t = tl->items; t; t = t->next)
224 f.next ();
225
226 for (;;)
227 {
228 switch (f.kw)
229 { 218 {
230 case KW_treasure: 219 if (t->next_yes || t->next_no)
231 case KW_treasureone:
232 { 220 {
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); 221 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"); 222 LOG (llevError, " the next_yes or next_no field is set\n");
255 }
256#endif
257 tl->total_chance += t->chance;
258 }
259 }
260 } 223 }
261 break;
262 224
263 case KW_EOF: 225 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 } 226 }
281
282 f.next ();
283 } 227 }
228
229 return tl;
284} 230}
285 231
286/* 232/*
287 * Generates the objects specified by the given treasure. 233 * Generates the objects specified by the given treasure.
288 * It goes recursively through the rest of the linked list. 234 * It goes recursively through the rest of the linked list.
295 * start with equipment, but only their abilities). 241 * start with equipment, but only their abilities).
296 */ 242 */
297static void 243static void
298put_treasure (object *op, object *creator, int flags) 244put_treasure (object *op, object *creator, int flags)
299{ 245{
300 object *tmp; 246 if (flags & GT_ENVIRONMENT)
301 247 {
302 /* Bit of a hack - spells should never be put onto the map. The entire 248 /* 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 249 * 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 250 * this is the original object, or if this is an object that should be created
305 * by another object. 251 * by another object.
306 */ 252 */
307 if (flags & GT_ENVIRONMENT && op->type != SPELL) 253 //TODO: flag such as objects... as such (no drop, anybody?)
308 { 254 if (op->type == SPELL)
255 {
256 op->destroy ();
257 return;
258 }
259
260 op->expand_tail ();
261
262 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
263 op->destroy ();
264 else
265 {
309 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 266 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
310 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 267 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
268 }
311 } 269 }
312 else 270 else
313 { 271 {
314 op = creator->insert (op); 272 op = creator->insert (op);
315 273
316 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
317 monster_check_apply (creator, op); 275 monster_check_apply (creator, op);
318
319 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
320 esrv_send_item (tmp, op);
321 } 276 }
322} 277}
323 278
324/* if there are change_xxx commands in the treasure, we include the changes 279/* if there are change_xxx commands in the treasure, we include the changes
325 * in the generated object 280 * in the generated object
347 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 302 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 303 {
349 if (t->name) 304 if (t->name)
350 { 305 {
351 if (difficulty >= t->magic) 306 if (difficulty >= t->magic)
307 if (treasurelist *tl = treasurelist::find (t->name))
352 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 308 create_treasure (tl, op, flag, difficulty, tries);
309 else
310 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
353 } 311 }
354 else 312 else
355 { 313 {
356 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 314 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 315 {
358 object *tmp = arch_to_object (t->item); 316 object *tmp = arch_to_object (t->item);
359 317
360 if (t->nrof && tmp->nrof <= 1) 318 if (t->nrof && tmp->nrof <= 1)
361 tmp->nrof = rndm (t->nrof) + 1; 319 tmp->nrof = rndm (t->nrof) + 1;
408 create_treasure (tl, op, flag, difficulty, tries); 366 create_treasure (tl, op, flag, difficulty, tries);
409 } 367 }
410 else if (t->nrof) 368 else if (t->nrof)
411 create_one_treasure (tl, op, flag, difficulty, tries); 369 create_one_treasure (tl, op, flag, difficulty, tries);
412 } 370 }
413 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 371 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
414 { 372 {
415 if (object *tmp = arch_to_object (t->item)) 373 if (object *tmp = arch_to_object (t->item))
416 { 374 {
417 if (t->nrof && tmp->nrof <= 1) 375 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = rndm (t->nrof) + 1; 376 tmp->nrof = rndm (t->nrof) + 1;
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 378 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 379 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 380 put_treasure (tmp, op, flag);
423 } 381 }
424 } 382 }
383}
384
385void
386object::create_treasure (treasurelist *tl, int flags)
387{
388 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 389}
426 390
427/* This calls the appropriate treasure creation function. tries is passed 391/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 392 * 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 393 * have been made. It is really in place to prevent infinite loops with
442 { 406 {
443 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 407 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
444 return; 408 return;
445 } 409 }
446 410
411 if (op->flag [FLAG_TREASURE_ENV])
412 {
413 // do not generate items when there already is something above the object
414 if (op->flag [FLAG_IS_FLOOR] && op->above)
415 return;
416
417 flag |= GT_ENVIRONMENT;
418 }
419
447 if (tl->total_chance) 420 if (tl->total_chance)
448 create_one_treasure (tl, op, flag, difficulty, tries); 421 create_one_treasure (tl, op, flag, difficulty, tries);
449 else 422 else
450 create_all_treasures (tl->items, op, flag, difficulty, tries); 423 create_all_treasures (tl->items, op, flag, difficulty, tries);
451} 424}
458object * 431object *
459generate_treasure (treasurelist *tl, int difficulty) 432generate_treasure (treasurelist *tl, int difficulty)
460{ 433{
461 difficulty = clamp (difficulty, 1, settings.max_level); 434 difficulty = clamp (difficulty, 1, settings.max_level);
462 435
463 object *ob = object::create (), *tmp; 436 object *ob = object::create ();
464 437
465 create_treasure (tl, ob, 0, difficulty, 0); 438 create_treasure (tl, ob, 0, difficulty, 0);
466 439
467 /* Don't want to free the object we are about to return */ 440 /* Don't want to free the object we are about to return */
468 tmp = ob->inv; 441 object *tmp = ob->inv;
469 if (tmp != NULL) 442 if (tmp)
470 tmp->remove (); 443 tmp->remove ();
471 444
472 if (ob->inv) 445 if (ob->inv)
473 LOG (llevError, "In generate treasure, created multiple objects.\n"); 446 LOG (llevError, "In generate treasure, created multiple objects.\n");
474 447
475 ob->destroy (); 448 ob->destroy ();
449
476 return tmp; 450 return tmp;
477} 451}
478 452
479/* 453/*
480 * This is a new way of calculating the chance for an item to have 454 * This is a new way of calculating the chance for an item to have
482 * The array has two arguments, the difficulty of the level, and the 456 * The array has two arguments, the difficulty of the level, and the
483 * magical bonus "wanted". 457 * magical bonus "wanted".
484 */ 458 */
485 459
486static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 460static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
487
488// chance of magic difficulty 461// chance of magic difficulty
489// +0 +1 +2 +3 +4 462// +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, // 1 463 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, // 2 464 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, // 3 465 {85, 10, 4, 1, 0}, // 3
518 { 0, 0, 0, 3, 97}, // 29 491 { 0, 0, 0, 3, 97}, // 29
519 { 0, 0, 0, 0, 100}, // 30 492 { 0, 0, 0, 0, 100}, // 30
520 { 0, 0, 0, 0, 100}, // 31 493 { 0, 0, 0, 0, 100}, // 31
521}; 494};
522 495
523
524/* calculate the appropriate level for wands staves and scrolls. 496/* calculate the appropriate level for wands staves and scrolls.
525 * This code presumes that op has had its spell object created (in op->inv) 497 * This code presumes that op has had its spell object created (in op->inv)
526 * 498 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006: 499 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 500 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
529 */ 501 */
530
531int 502int
532level_for_item (const object *op, int difficulty) 503level_for_item (const object *op, int difficulty)
533{ 504{
534 int olevel = 0;
535
536 if (!op->inv) 505 if (!op->inv)
537 { 506 {
538 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 507 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
539 return 0; 508 return 0;
540 } 509 }
541 510
542 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 511 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
543 512
544 if (olevel <= 0) 513 if (olevel <= 0)
545 olevel = rndm (1, MIN (op->inv->level, 1)); 514 olevel = rndm (1, op->inv->level);
546 515
547 if (olevel > MAXLEVEL) 516 return min (olevel, MAXLEVEL);
548 olevel = MAXLEVEL;
549
550 return olevel;
551} 517}
552 518
553/* 519/*
554 * Based upon the specified difficulty and upon the difftomagic_list array, 520 * Based upon the specified difficulty and upon the difftomagic_list array,
555 * a random magical bonus is returned. This is used when determine 521 * a random magical bonus is returned. This is used when determine
611 577
612 op->magic = magic; 578 op->magic = magic;
613 if (op->arch) 579 if (op->arch)
614 { 580 {
615 if (op->type == ARMOUR) 581 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 582 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
617 583
618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 584 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 585 magic = (-magic);
586
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
621 } 588 }
622 else 589 else
623 { 590 {
624 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
593
626 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
627 magic = (-magic); 595 magic = (-magic);
596
628 op->weight = (op->weight * (100 - magic * 10)) / 100; 597 op->weight = (op->weight * (100 - magic * 10)) / 100;
629 } 598 }
630} 599}
631 600
632/* 601/*
687 case 2: 656 case 2:
688 case 3: 657 case 3:
689 case 4: 658 case 4:
690 case 5: 659 case 5:
691 case 6: 660 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 661 op->stats.stat (r) += bonus;
693 break; 662 break;
694 663
695 case 7: 664 case 7:
696 op->stats.dam += bonus; 665 op->stats.dam += bonus;
697 break; 666 break;
806 return i; 775 return i;
807 776
808 return 4; 777 return 4;
809} 778}
810 779
780/* special_potion() - so that old potion code is still done right. */
781int
782special_potion (object *op)
783{
784 if (op->attacktype)
785 return 1;
786
787 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
788 return 1;
789
790 for (int i = 0; i < NROFATTACKS; i++)
791 if (op->resist[i])
792 return 1;
793
794 return 0;
795}
796
811#define DICE2 (get_magic(2)==2?2:1) 797#define DICE2 (get_magic(2)==2?2:1)
812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 798#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
813 799
814/* 800/*
815 * fix_generated_item(): This is called after an item is generated, in 801 * fix_generated_item(): This is called after an item is generated, in
845 save_item_power = op->item_power; 831 save_item_power = op->item_power;
846 op->item_power = 0; 832 op->item_power = 0;
847 833
848 if (op->randomitems && op->type != SPELL) 834 if (op->randomitems && op->type != SPELL)
849 { 835 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 836 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 */ 837 /* So the treasure doesn't get created again */
855 op->randomitems = 0; 838 op->randomitems = 0;
856 } 839 }
857 840
858 if (difficulty < 1) 841 if (difficulty < 1)
864 ARG_INT (flags))) 847 ARG_INT (flags)))
865 return; 848 return;
866 849
867 if (!(flags & GT_MINIMAL)) 850 if (!(flags & GT_MINIMAL))
868 { 851 {
869 if (op->arch == crown_arch) 852 if (IS_ARCH (op->arch, crown))
870 { 853 {
871 set_magic (difficulty, op, max_magic, flags); 854 set_magic (difficulty, op, max_magic, flags);
872 num_enchantments = calc_item_power (op, 1); 855 num_enchantments = calc_item_power (op, 1);
873 generate_artifact (op, difficulty); 856 generate_artifact (op, difficulty);
874 } 857 }
879 862
880 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
881 864
882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 865 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN 866 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 867 || 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); 868 generate_artifact (op, difficulty);
887 } 869 }
888 870
889 /* Object was made an artifact. Calculate its item_power rating. 871 /* Object was made an artifact. Calculate its item_power rating.
890 * the item_power in the object is what the artfiact adds. 872 * the item_power in the object is what the artfiact adds.
932 { 914 {
933 if (op->type == POTION) 915 if (op->type == POTION)
934 /* Handle healing and magic power potions */ 916 /* Handle healing and magic power potions */
935 if (op->stats.sp && !op->randomitems) 917 if (op->stats.sp && !op->randomitems)
936 { 918 {
937 object *tmp;
938
939 tmp = get_archetype (spell_mapping[op->stats.sp]); 919 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
940 insert_ob_in_ob (tmp, op); 920 insert_ob_in_ob (tmp, op);
941 op->stats.sp = 0; 921 op->stats.sp = 0;
942 } 922 }
943 } 923 }
944 else if (!op->title) /* Only modify object if not special */ 924 else if (!op->title) /* Only modify object if not special */
1002 SET_FLAG (op, FLAG_CURSED); 982 SET_FLAG (op, FLAG_CURSED);
1003 break; 983 break;
1004 } 984 }
1005 985
1006 case AMULET: 986 case AMULET:
1007 if (op->arch == amulet_arch) 987 if (IS_ARCH (op->arch, amulet))
1008 op->value *= 5; /* Since it's not just decoration */ 988 op->value *= 5; /* Since it's not just decoration */
1009 989
1010 case RING: 990 case RING:
1011 if (op->arch == NULL)
1012 {
1013 op->destroy ();
1014 op = 0;
1015 break;
1016 }
1017
1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 991 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1019 break; 992 break;
1020 993
1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 994 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1022 SET_FLAG (op, FLAG_CURSED); 995 SET_FLAG (op, FLAG_CURSED);
1023 996
1043 op->value *= 5; 1016 op->value *= 5;
1044 set_ring_bonus (op, d); 1017 set_ring_bonus (op, d);
1045 } 1018 }
1046 } 1019 }
1047 1020
1048 if (GET_ANIM_ID (op)) 1021 if (op->animation_id)
1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1022 op->set_anim_frame (rndm (op->anim_frames ()));
1050 1023
1051 break; 1024 break;
1052 1025
1053 case BOOK: 1026 case BOOK:
1054 /* Is it an empty book?, if yes lets make a special· 1027 /* Is it an empty book?, if yes lets make a special·
1069 op->level = rndm (creator->level); 1042 op->level = rndm (creator->level);
1070 1043
1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1044 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1072 /* books w/ info are worth more! */ 1045 /* books w/ info are worth more! */
1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1046 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1074 /* creator related stuff */
1075
1076 /* for library, chained books. Note that some monsters have no_pick
1077 * set - we don't want to set no pick in that case.
1078 */
1079 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1080 SET_FLAG (op, FLAG_NO_PICK);
1081 if (creator->slaying && !op->slaying) /* for check_inv floors */
1082 op->slaying = creator->slaying;
1083 1047
1084 /* add exp so reading it gives xp (once) */ 1048 /* add exp so reading it gives xp (once) */
1085 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1049 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1086 } 1050 }
1051
1052 /* creator related stuff */
1053
1054 /* for library, chained books. Note that some monsters have no_pick
1055 * set - we don't want to set no pick in that case.
1056 */
1057 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1058 SET_FLAG (op, FLAG_NO_PICK);
1059 if (creator->slaying && !op->slaying) /* for check_inv floors */
1060 op->slaying = creator->slaying;
1087 break; 1061 break;
1088 1062
1089 case SPELLBOOK: 1063 case SPELLBOOK:
1090 op->value = op->value * op->inv->value; 1064 op->value = op->value * op->inv->value;
1091 /* add exp so learning gives xp */ 1065 /* add exp so learning gives xp */
1176 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1151 */
1178static artifactlist * 1152static artifactlist *
1179get_empty_artifactlist (void) 1153get_empty_artifactlist (void)
1180{ 1154{
1181 return salloc0 <artifactlist> (); 1155 return salloc0<artifactlist> ();
1182} 1156}
1183 1157
1184/* 1158/*
1185 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1160 */
1187static artifact * 1161static artifact *
1188get_empty_artifact (void) 1162get_empty_artifact (void)
1189{ 1163{
1190 return salloc0 <artifact> (); 1164 return salloc0<artifact> ();
1191} 1165}
1192 1166
1193/* 1167/*
1194 * Searches the artifact lists and returns one that has the same type 1168 * Searches the artifact lists and returns one that has the same type
1195 * of objects on it. 1169 * of objects on it.
1200 for (artifactlist *al = first_artifactlist; al; al = al->next) 1174 for (artifactlist *al = first_artifactlist; al; al = al->next)
1201 if (al->type == type) 1175 if (al->type == type)
1202 return al; 1176 return al;
1203 1177
1204 return 0; 1178 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} 1179}
1328 1180
1329/* 1181/*
1330 * Builds up the lists of artifacts from the file in the libdir. 1182 * Builds up the lists of artifacts from the file in the libdir.
1331 */ 1183 */
1346 object_thawer f (filename); 1198 object_thawer f (filename);
1347 1199
1348 if (!f) 1200 if (!f)
1349 return; 1201 return;
1350 1202
1351 f.next ();
1352
1353 for (;;) 1203 for (;;)
1354 { 1204 {
1355 switch (f.kw) 1205 switch (f.kw)
1356 { 1206 {
1357 case KW_allowed: 1207 case KW_allowed:
1358 if (!art) 1208 if (!art)
1359 {
1360 art = get_empty_artifact (); 1209 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1210
1364 { 1211 {
1365 if (!strcmp (f.get_str (), "all")) 1212 if (!strcmp (f.get_str (), "all"))
1366 break; 1213 break;
1367 1214
1368 char *next, *cp = f.get_str (); 1215 char *next, *cp = f.get_str ();
1369 1216
1370 do 1217 do
1371 { 1218 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1219 if ((next = strchr (cp, ',')))
1375 *next++ = '\0'; 1220 *next++ = '\0';
1376 1221
1377 linked_char *tmp = new linked_char; 1222 linked_char *tmp = new linked_char;
1378 1223
1393 break; 1238 break;
1394 1239
1395 case KW_object: 1240 case KW_object:
1396 { 1241 {
1397 art->item = object::create (); 1242 art->item = object::create ();
1243 f.get (art->item->name);
1244 f.next ();
1398 1245
1399 if (!art->item->parse_kv (f)) 1246 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1247 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1248
1402 al = find_artifactlist (art->item->type); 1249 al = find_artifactlist (art->item->type);
1428 } 1275 }
1429 1276
1430done: 1277done:
1431 for (al = first_artifactlist; al; al = al->next) 1278 for (al = first_artifactlist; al; al = al->next)
1432 { 1279 {
1280 al->total_chance = 0;
1281
1433 for (art = al->items; art; art = art->next) 1282 for (art = al->items; art; art = art->next)
1434 { 1283 {
1435 if (!art->chance) 1284 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1285 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else 1286 else
1443 } 1292 }
1444 1293
1445 LOG (llevDebug, "done.\n"); 1294 LOG (llevDebug, "done.\n");
1446} 1295}
1447 1296
1448
1449/* 1297/*
1450 * Used in artifact generation. The bonuses of the first object 1298 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1299 * is modified by the bonuses of the second object.
1452 */ 1300 */
1453
1454void 1301void
1455add_abilities (object *op, object *change) 1302add_abilities (object *op, object *change)
1456{ 1303{
1457 int i, tmp; 1304 int i, tmp;
1458 1305
1463#endif 1310#endif
1464 op->face = change->face; 1311 op->face = change->face;
1465 } 1312 }
1466 1313
1467 for (i = 0; i < NUM_STATS; i++) 1314 for (i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1315 change_attr_value (&(op->stats), i, change->stats.stat (i));
1469 1316
1470 op->attacktype |= change->attacktype; 1317 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned; 1318 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled; 1319 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied; 1320 op->path_denied |= change->path_denied;
1521 * to cast. So convert that to into a spell and put it into 1368 * to cast. So convert that to into a spell and put it into
1522 * this object. 1369 * this object.
1523 */ 1370 */
1524 if (op->type == HORN || op->type == POTION) 1371 if (op->type == HORN || op->type == POTION)
1525 { 1372 {
1526 object *tmp_obj;
1527
1528 /* Remove any spells this object currently has in it */ 1373 /* Remove any spells this object currently has in it */
1529 while (op->inv)
1530 op->inv->destroy (); 1374 op->destroy_inv (false);
1531 1375
1532 tmp_obj = arch_to_object (change->other_arch); 1376 object *tmp = arch_to_object (change->other_arch);
1533 insert_ob_in_ob (tmp_obj, op); 1377 insert_ob_in_ob (tmp, op);
1534 } 1378 }
1535 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1536 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1537 } 1381 }
1538 1382
1637 if (change->msg) 1481 if (change->msg)
1638 op->msg = change->msg; 1482 op->msg = change->msg;
1639} 1483}
1640 1484
1641static int 1485static int
1642legal_artifact_combination (object *op, artifact * art) 1486legal_artifact_combination (object *op, artifact *art)
1643{ 1487{
1644 int neg, success = 0; 1488 int neg, success = 0;
1645 linked_char *tmp; 1489 linked_char *tmp;
1646 const char *name; 1490 const char *name;
1647 1491
1648 if (art->allowed == (linked_char *) NULL) 1492 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1493 return 1; /* Ie, "all" */
1494
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1495 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1496 {
1652#ifdef TREASURE_VERBOSE 1497#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1498 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1499#endif
1656 name = tmp->name + 1, neg = 1; 1501 name = tmp->name + 1, neg = 1;
1657 else 1502 else
1658 name = tmp->name, neg = 0; 1503 name = tmp->name, neg = 0;
1659 1504
1660 /* If we match name, then return the opposite of 'neg' */ 1505 /* If we match name, then return the opposite of 'neg' */
1661 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1506 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1662 return !neg; 1507 return !neg;
1663 1508
1664 /* Set success as true, since if the match was an inverse, it means 1509 /* Set success as true, since if the match was an inverse, it means
1665 * everything is allowed except what we match 1510 * everything is allowed except what we match
1666 */ 1511 */
1667 else if (neg) 1512 else if (neg)
1668 success = 1; 1513 success = 1;
1669 } 1514 }
1515
1670 return success; 1516 return success;
1671} 1517}
1672 1518
1673/* 1519/*
1674 * Fixes the given object, giving it the abilities and titles 1520 * Fixes the given object, giving it the abilities and titles
1741#if 1 1587#if 1
1742 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1588 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1743#endif 1589#endif
1744 return; 1590 return;
1745 } 1591 }
1746 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1747 return; 1594 return;
1595
1748 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1749 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1750 1598
1751 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1752 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1753 continue; 1601 continue;
1804 item->level = donor->level; 1652 item->level = donor->level;
1805 1653
1806 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1807 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1808 item->type = POISON; 1656 item->type = POISON;
1657
1809 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1810 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1660
1811 SET_FLAG (item, FLAG_NO_STEAL); 1661 SET_FLAG (item, FLAG_NO_STEAL);
1812 } 1662 }
1813}
1814
1815/* special_potion() - so that old potion code is still done right. */
1816
1817int
1818special_potion (object *op)
1819{
1820 if (op->attacktype)
1821 return 1;
1822
1823 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1824 return 1;
1825
1826 for (int i = 0; i < NROFATTACKS; i++)
1827 if (op->resist[i])
1828 return 1;
1829
1830 return 0;
1831} 1663}
1832 1664
1833void 1665void
1834free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1835{ 1667{
1853free_artifact (artifact *at) 1685free_artifact (artifact *at)
1854{ 1686{
1855 if (at->next) free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1856 if (at->allowed) free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1857 1689
1858 at->item->destroy (1); 1690 at->item->destroy ();
1859 1691
1860 sfree (at); 1692 sfree (at);
1861} 1693}
1862 1694
1863void 1695void

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