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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.55 by root, Sat Apr 21 22:05:52 2007 UTC vs.
Revision 1.88 by root, Fri Nov 6 12:27:05 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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;
55
56//TODO: class method
57static void
58clear (treasurelist *tl)
59{
60 void free_treasurestruct (treasure *t);
61
62 if (tl->items)
63 {
64 free_treasurestruct (tl->items);
65 tl->items = 0;
66 }
67
68 tl->total_chance = 0;
69}
57 70
58/* 71/*
59 * Searches for the given treasurelist 72 * Searches for the given treasurelist
60 */ 73 */
61treasurelist * 74treasurelist *
93 } 106 }
94 107
95 return tl; 108 return tl;
96} 109}
97 110
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 113 * so that the treasure name can be printed out
114 */ 114 */
115static void 115static void
140 140
141 f.next (); 141 f.next ();
142 142
143 for (;;) 143 for (;;)
144 { 144 {
145 coroapi::cede_to_tick_every (10); 145 coroapi::cede_to_tick ();
146 146
147 switch (f.kw) 147 switch (f.kw)
148 { 148 {
149 case KW_arch: 149 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 150 t->item = archetype::find (f.get_str ());
151
152 if (!t->item)
153 {
154 f.parse_warn ("treasure references unknown archetype");
155 t->item = archetype::empty;
156 }
157
151 break; 158 break;
152 159
153 case KW_list: f.get (t->name); break; 160 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 161 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 162 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 176 t->next = read_treasure (f);
170 return t; 177 return t;
171 178
172 default: 179 default:
173 if (!f.parse_error ("treasurelist", t->name)) 180 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 181 goto error;
175 182
176 return t; 183 return t;
177 } 184 }
178 185
179 f.next (); 186 f.next ();
180 } 187 }
188
189 // not reached
190
191error:
192 delete t;
193 return 0;
181} 194}
182 195
183/* 196/*
184 * Each treasure is parsed with the help of load_treasure(). 197 * Each treasure is parsed with the help of load_treasure().
185 */ 198 */
197 210
198 /* This is a one of the many items on the list should be generated. 211 /* This is a one of the many items on the list should be generated.
199 * Add up the chance total, and check to make sure the yes & no 212 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 213 * fields of the treasures are not being used.
201 */ 214 */
202 tl->total_chance = 0;
203
204 if (one) 215 if (one)
205 { 216 {
206 for (treasure *t = tl->items; t; t = t->next) 217 for (treasure *t = tl->items; t; t = t->next)
207 { 218 {
208 if (t->next_yes || t->next_no) 219 if (t->next_yes || t->next_no)
209 { 220 {
210 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);
211 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");
212 } 223 }
213 224
214 tl->total_chance += t->chance; 225 tl->total_chance += t->chance;
215 } 226 }
230 * start with equipment, but only their abilities). 241 * start with equipment, but only their abilities).
231 */ 242 */
232static void 243static void
233put_treasure (object *op, object *creator, int flags) 244put_treasure (object *op, object *creator, int flags)
234{ 245{
246 if (flags & GT_ENVIRONMENT)
247 {
235 /* 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
236 * 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
237 * 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
238 * by another object. 251 * by another object.
239 */ 252 */
240 if (flags & GT_ENVIRONMENT && op->type != SPELL) 253 //TODO: flag such as objects... as such (no drop, anybody?)
241 { 254 if (op->type == SPELL)
255 {
256 op->destroy ();
257 return;
258 }
259
242 op->expand_tail (); 260 op->expand_tail ();
243 261
244 if (ob_blocked (op, creator->map, creator->x, creator->y)) 262 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
245 op->destroy (); 263 op->destroy ();
246 else 264 else
247 { 265 {
248 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 266 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
249 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);
253 { 271 {
254 op = creator->insert (op); 272 op = creator->insert (op);
255 273
256 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
257 monster_check_apply (creator, op); 275 monster_check_apply (creator, op);
258
259 if (flags & GT_UPDATE_INV)
260 if (object *tmp = creator->in_player ())
261 esrv_send_item (tmp, op);
262 } 276 }
263} 277}
264 278
265/* 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
266 * in the generated object 280 * in the generated object
295 else 309 else
296 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 310 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
297 } 311 }
298 else 312 else
299 { 313 {
300 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 314 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
301 { 315 {
302 object *tmp = arch_to_object (t->item); 316 object *tmp = arch_to_object (t->item);
303 317
304 if (t->nrof && tmp->nrof <= 1) 318 if (t->nrof && tmp->nrof <= 1)
305 tmp->nrof = rndm (t->nrof) + 1; 319 tmp->nrof = rndm (t->nrof) + 1;
352 create_treasure (tl, op, flag, difficulty, tries); 366 create_treasure (tl, op, flag, difficulty, tries);
353 } 367 }
354 else if (t->nrof) 368 else if (t->nrof)
355 create_one_treasure (tl, op, flag, difficulty, tries); 369 create_one_treasure (tl, op, flag, difficulty, tries);
356 } 370 }
357 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 371 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
358 { 372 {
359 if (object *tmp = arch_to_object (t->item)) 373 if (object *tmp = arch_to_object (t->item))
360 { 374 {
361 if (t->nrof && tmp->nrof <= 1) 375 if (t->nrof && tmp->nrof <= 1)
362 tmp->nrof = rndm (t->nrof) + 1; 376 tmp->nrof = rndm (t->nrof) + 1;
364 fix_generated_item (tmp, op, difficulty, t->magic, flag); 378 fix_generated_item (tmp, op, difficulty, t->magic, flag);
365 change_treasure (t, tmp); 379 change_treasure (t, tmp);
366 put_treasure (tmp, op, flag); 380 put_treasure (tmp, op, flag);
367 } 381 }
368 } 382 }
383}
384
385void
386object::create_treasure (treasurelist *tl, int flags)
387{
388 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
369} 389}
370 390
371/* This calls the appropriate treasure creation function. tries is passed 391/* This calls the appropriate treasure creation function. tries is passed
372 * to determine how many list transitions or attempts to create treasure 392 * to determine how many list transitions or attempts to create treasure
373 * 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
386 { 406 {
387 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 407 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
388 return; 408 return;
389 } 409 }
390 410
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
391 if (tl->total_chance) 420 if (tl->total_chance)
392 create_one_treasure (tl, op, flag, difficulty, tries); 421 create_one_treasure (tl, op, flag, difficulty, tries);
393 else 422 else
394 create_all_treasures (tl->items, op, flag, difficulty, tries); 423 create_all_treasures (tl->items, op, flag, difficulty, tries);
395} 424}
415 444
416 if (ob->inv) 445 if (ob->inv)
417 LOG (llevError, "In generate treasure, created multiple objects.\n"); 446 LOG (llevError, "In generate treasure, created multiple objects.\n");
418 447
419 ob->destroy (); 448 ob->destroy ();
449
420 return tmp; 450 return tmp;
421} 451}
422 452
423/* 453/*
424 * 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
470 * 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.
471 */ 501 */
472int 502int
473level_for_item (const object *op, int difficulty) 503level_for_item (const object *op, int difficulty)
474{ 504{
475 int olevel = 0;
476
477 if (!op->inv) 505 if (!op->inv)
478 { 506 {
479 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);
480 return 0; 508 return 0;
481 } 509 }
482 510
483 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 511 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
484 512
485 if (olevel <= 0) 513 if (olevel <= 0)
486 olevel = rndm (1, MIN (op->inv->level, 1)); 514 olevel = rndm (1, op->inv->level);
487 515
488 if (olevel > MAXLEVEL) 516 return min (olevel, MAXLEVEL);
489 olevel = MAXLEVEL;
490
491 return olevel;
492} 517}
493 518
494/* 519/*
495 * Based upon the specified difficulty and upon the difftomagic_list array, 520 * Based upon the specified difficulty and upon the difftomagic_list array,
496 * a random magical bonus is returned. This is used when determine 521 * a random magical bonus is returned. This is used when determine
552 577
553 op->magic = magic; 578 op->magic = magic;
554 if (op->arch) 579 if (op->arch)
555 { 580 {
556 if (op->type == ARMOUR) 581 if (op->type == ARMOUR)
557 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 582 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
558 583
559 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 */
560 magic = (-magic); 585 magic = (-magic);
586
561 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
562 } 588 }
563 else 589 else
564 { 590 {
565 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
566 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
593
567 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 */
568 magic = (-magic); 595 magic = (-magic);
596
569 op->weight = (op->weight * (100 - magic * 10)) / 100; 597 op->weight = (op->weight * (100 - magic * 10)) / 100;
570 } 598 }
571} 599}
572 600
573/* 601/*
628 case 2: 656 case 2:
629 case 3: 657 case 3:
630 case 4: 658 case 4:
631 case 5: 659 case 5:
632 case 6: 660 case 6:
633 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 661 op->stats.stat (r) += bonus;
634 break; 662 break;
635 663
636 case 7: 664 case 7:
637 op->stats.dam += bonus; 665 op->stats.dam += bonus;
638 break; 666 break;
747 return i; 775 return i;
748 776
749 return 4; 777 return 4;
750} 778}
751 779
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
752#define DICE2 (get_magic(2)==2?2:1) 797#define DICE2 (get_magic(2)==2?2:1)
753#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))
754 799
755/* 800/*
756 * 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
802 ARG_INT (flags))) 847 ARG_INT (flags)))
803 return; 848 return;
804 849
805 if (!(flags & GT_MINIMAL)) 850 if (!(flags & GT_MINIMAL))
806 { 851 {
807 if (op->arch == crown_arch) 852 if (IS_ARCH (op->arch, crown))
808 { 853 {
809 set_magic (difficulty, op, max_magic, flags); 854 set_magic (difficulty, op, max_magic, flags);
810 num_enchantments = calc_item_power (op, 1); 855 num_enchantments = calc_item_power (op, 1);
811 generate_artifact (op, difficulty); 856 generate_artifact (op, difficulty);
812 } 857 }
817 862
818 num_enchantments = calc_item_power (op, 1); 863 num_enchantments = calc_item_power (op, 1);
819 864
820 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 865 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
821 || op->type == HORN 866 || op->type == HORN
822 || 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 */
823 * used for shop_floors or treasures */
824 generate_artifact (op, difficulty); 868 generate_artifact (op, difficulty);
825 } 869 }
826 870
827 /* Object was made an artifact. Calculate its item_power rating. 871 /* Object was made an artifact. Calculate its item_power rating.
828 * the item_power in the object is what the artfiact adds. 872 * the item_power in the object is what the artfiact adds.
870 { 914 {
871 if (op->type == POTION) 915 if (op->type == POTION)
872 /* Handle healing and magic power potions */ 916 /* Handle healing and magic power potions */
873 if (op->stats.sp && !op->randomitems) 917 if (op->stats.sp && !op->randomitems)
874 { 918 {
875 object *tmp;
876
877 tmp = get_archetype (spell_mapping[op->stats.sp]); 919 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
878 insert_ob_in_ob (tmp, op); 920 insert_ob_in_ob (tmp, op);
879 op->stats.sp = 0; 921 op->stats.sp = 0;
880 } 922 }
881 } 923 }
882 else if (!op->title) /* Only modify object if not special */ 924 else if (!op->title) /* Only modify object if not special */
940 SET_FLAG (op, FLAG_CURSED); 982 SET_FLAG (op, FLAG_CURSED);
941 break; 983 break;
942 } 984 }
943 985
944 case AMULET: 986 case AMULET:
945 if (op->arch == amulet_arch) 987 if (IS_ARCH (op->arch, amulet))
946 op->value *= 5; /* Since it's not just decoration */ 988 op->value *= 5; /* Since it's not just decoration */
947 989
948 case RING: 990 case RING:
949 if (op->arch == NULL)
950 {
951 op->destroy ();
952 op = 0;
953 break;
954 }
955
956 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! */
957 break; 992 break;
958 993
959 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 994 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
960 SET_FLAG (op, FLAG_CURSED); 995 SET_FLAG (op, FLAG_CURSED);
961 996
981 op->value *= 5; 1016 op->value *= 5;
982 set_ring_bonus (op, d); 1017 set_ring_bonus (op, d);
983 } 1018 }
984 } 1019 }
985 1020
986 if (GET_ANIM_ID (op)) 1021 if (op->animation_id)
987 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1022 op->set_anim_frame (rndm (op->anim_frames ()));
988 1023
989 break; 1024 break;
990 1025
991 case BOOK: 1026 case BOOK:
992 /* Is it an empty book?, if yes lets make a special· 1027 /* Is it an empty book?, if yes lets make a special·
1007 op->level = rndm (creator->level); 1042 op->level = rndm (creator->level);
1008 1043
1009 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);
1010 /* books w/ info are worth more! */ 1045 /* books w/ info are worth more! */
1011 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));
1012 /* creator related stuff */
1013
1014 /* for library, chained books. Note that some monsters have no_pick
1015 * set - we don't want to set no pick in that case.
1016 */
1017 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1018 SET_FLAG (op, FLAG_NO_PICK);
1019 if (creator->slaying && !op->slaying) /* for check_inv floors */
1020 op->slaying = creator->slaying;
1021 1047
1022 /* add exp so reading it gives xp (once) */ 1048 /* add exp so reading it gives xp (once) */
1023 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;
1024 } 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;
1025 break; 1061 break;
1026 1062
1027 case SPELLBOOK: 1063 case SPELLBOOK:
1028 op->value = op->value * op->inv->value; 1064 op->value = op->value * op->inv->value;
1029 /* add exp so learning gives xp */ 1065 /* add exp so learning gives xp */
1114 * Allocate and return the pointer to an empty artifactlist structure. 1150 * Allocate and return the pointer to an empty artifactlist structure.
1115 */ 1151 */
1116static artifactlist * 1152static artifactlist *
1117get_empty_artifactlist (void) 1153get_empty_artifactlist (void)
1118{ 1154{
1119 return salloc0 <artifactlist> (); 1155 return salloc0<artifactlist> ();
1120} 1156}
1121 1157
1122/* 1158/*
1123 * Allocate and return the pointer to an empty artifact structure. 1159 * Allocate and return the pointer to an empty artifact structure.
1124 */ 1160 */
1125static artifact * 1161static artifact *
1126get_empty_artifact (void) 1162get_empty_artifact (void)
1127{ 1163{
1128 return salloc0 <artifact> (); 1164 return salloc0<artifact> ();
1129} 1165}
1130 1166
1131/* 1167/*
1132 * 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
1133 * of objects on it. 1169 * of objects on it.
1138 for (artifactlist *al = first_artifactlist; al; al = al->next) 1174 for (artifactlist *al = first_artifactlist; al; al = al->next)
1139 if (al->type == type) 1175 if (al->type == type)
1140 return al; 1176 return al;
1141 1177
1142 return 0; 1178 return 0;
1143}
1144
1145/*
1146 * For debugging purposes. Dumps all tables.
1147 */
1148void
1149dump_artifacts (void)
1150{
1151 artifactlist *al;
1152 artifact *art;
1153 linked_char *next;
1154
1155 fprintf (logfile, "\n");
1156 for (al = first_artifactlist; al != NULL; al = al->next)
1157 {
1158 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1159 for (art = al->items; art != NULL; art = art->next)
1160 {
1161 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1162 if (art->allowed != NULL)
1163 {
1164 fprintf (logfile, "\tallowed combinations:");
1165 for (next = art->allowed; next != NULL; next = next->next)
1166 fprintf (logfile, "%s,", &next->name);
1167 fprintf (logfile, "\n");
1168 }
1169 }
1170 }
1171 fprintf (logfile, "\n");
1172}
1173
1174/*
1175 * For debugging purposes. Dumps all treasures recursively (see below).
1176 */
1177void
1178dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1179{
1180 treasurelist *tl;
1181 int i;
1182
1183 if (depth > 100)
1184 return;
1185
1186 while (t)
1187 {
1188 if (t->name)
1189 {
1190 for (i = 0; i < depth; i++)
1191 fprintf (logfile, " ");
1192
1193 fprintf (logfile, "{ (list: %s)\n", &t->name);
1194
1195 tl = treasurelist::find (t->name);
1196 if (tl)
1197 dump_monster_treasure_rec (name, tl->items, depth + 2);
1198
1199 for (i = 0; i < depth; i++)
1200 fprintf (logfile, " ");
1201
1202 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1203 }
1204 else
1205 {
1206 for (i = 0; i < depth; i++)
1207 fprintf (logfile, " ");
1208
1209 if (t->item && t->item->clone.type == FLESH)
1210 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1211 else
1212 fprintf (logfile, "%s\n", &t->item->clone.name);
1213 }
1214
1215 if (t->next_yes)
1216 {
1217 for (i = 0; i < depth; i++)
1218 fprintf (logfile, " ");
1219
1220 fprintf (logfile, " (if yes)\n");
1221 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1222 }
1223
1224 if (t->next_no)
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 fprintf (logfile, " (if no)\n");
1230 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1231 }
1232
1233 t = t->next;
1234 }
1235}
1236
1237/*
1238 * For debugging purposes. Dumps all treasures for a given monster.
1239 * Created originally by Raphael Quinet for debugging the alchemy code.
1240 */
1241void
1242dump_monster_treasure (const char *name)
1243{
1244 archetype *at;
1245 int found;
1246
1247 found = 0;
1248 fprintf (logfile, "\n");
1249
1250 for (at = first_archetype; at != NULL; at = at->next)
1251 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1252 {
1253 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1254 if (at->clone.randomitems != NULL)
1255 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1256 else
1257 fprintf (logfile, "(nothing)\n");
1258
1259 fprintf (logfile, "\n");
1260 found++;
1261 }
1262
1263 if (found == 0)
1264 fprintf (logfile, "No objects have the name %s!\n\n", name);
1265} 1179}
1266 1180
1267/* 1181/*
1268 * 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.
1269 */ 1183 */
1283 sprintf (filename, "%s/artifacts", settings.datadir); 1197 sprintf (filename, "%s/artifacts", settings.datadir);
1284 object_thawer f (filename); 1198 object_thawer f (filename);
1285 1199
1286 if (!f) 1200 if (!f)
1287 return; 1201 return;
1288
1289 f.next ();
1290 1202
1291 for (;;) 1203 for (;;)
1292 { 1204 {
1293 switch (f.kw) 1205 switch (f.kw)
1294 { 1206 {
1398#endif 1310#endif
1399 op->face = change->face; 1311 op->face = change->face;
1400 } 1312 }
1401 1313
1402 for (i = 0; i < NUM_STATS; i++) 1314 for (i = 0; i < NUM_STATS; i++)
1403 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1315 change_attr_value (&(op->stats), i, change->stats.stat (i));
1404 1316
1405 op->attacktype |= change->attacktype; 1317 op->attacktype |= change->attacktype;
1406 op->path_attuned |= change->path_attuned; 1318 op->path_attuned |= change->path_attuned;
1407 op->path_repelled |= change->path_repelled; 1319 op->path_repelled |= change->path_repelled;
1408 op->path_denied |= change->path_denied; 1320 op->path_denied |= change->path_denied;
1456 * 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
1457 * this object. 1369 * this object.
1458 */ 1370 */
1459 if (op->type == HORN || op->type == POTION) 1371 if (op->type == HORN || op->type == POTION)
1460 { 1372 {
1461 object *tmp_obj;
1462
1463 /* Remove any spells this object currently has in it */ 1373 /* Remove any spells this object currently has in it */
1464 while (op->inv)
1465 op->inv->destroy (); 1374 op->destroy_inv (false);
1466 1375
1467 tmp_obj = arch_to_object (change->other_arch); 1376 object *tmp = arch_to_object (change->other_arch);
1468 insert_ob_in_ob (tmp_obj, op); 1377 insert_ob_in_ob (tmp, op);
1469 } 1378 }
1470 /* No harm setting this for potions/horns */ 1379 /* No harm setting this for potions/horns */
1471 op->other_arch = change->other_arch; 1380 op->other_arch = change->other_arch;
1472 } 1381 }
1473 1382
1592 name = tmp->name + 1, neg = 1; 1501 name = tmp->name + 1, neg = 1;
1593 else 1502 else
1594 name = tmp->name, neg = 0; 1503 name = tmp->name, neg = 0;
1595 1504
1596 /* If we match name, then return the opposite of 'neg' */ 1505 /* If we match name, then return the opposite of 'neg' */
1597 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)))
1598 return !neg; 1507 return !neg;
1599 1508
1600 /* 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
1601 * everything is allowed except what we match 1510 * everything is allowed except what we match
1602 */ 1511 */
1678#if 1 1587#if 1
1679 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);
1680#endif 1589#endif
1681 return; 1590 return;
1682 } 1591 }
1683 if (!strcmp (art->item->name, "NONE")) 1592
1593 if (art->item->name == shstr_NONE)
1684 return; 1594 return;
1595
1685 if (FABS (op->magic) < art->item->magic) 1596 if (fabs (op->magic) < art->item->magic)
1686 continue; /* Not magic enough to be this item */ 1597 continue; /* Not magic enough to be this item */
1687 1598
1688 /* Map difficulty not high enough */ 1599 /* Map difficulty not high enough */
1689 if (difficulty < art->difficulty) 1600 if (difficulty < art->difficulty)
1690 continue; 1601 continue;
1741 item->level = donor->level; 1652 item->level = donor->level;
1742 1653
1743 /* if donor has some attacktypes, the flesh is poisonous */ 1654 /* if donor has some attacktypes, the flesh is poisonous */
1744 if (donor->attacktype & AT_POISON) 1655 if (donor->attacktype & AT_POISON)
1745 item->type = POISON; 1656 item->type = POISON;
1657
1746 if (donor->attacktype & AT_ACID) 1658 if (donor->attacktype & AT_ACID)
1747 item->stats.hp = -1 * item->stats.food; 1659 item->stats.hp = -1 * item->stats.food;
1660
1748 SET_FLAG (item, FLAG_NO_STEAL); 1661 SET_FLAG (item, FLAG_NO_STEAL);
1749 } 1662 }
1750}
1751
1752/* special_potion() - so that old potion code is still done right. */
1753int
1754special_potion (object *op)
1755{
1756 if (op->attacktype)
1757 return 1;
1758
1759 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1760 return 1;
1761
1762 for (int i = 0; i < NROFATTACKS; i++)
1763 if (op->resist[i])
1764 return 1;
1765
1766 return 0;
1767} 1663}
1768 1664
1769void 1665void
1770free_treasurestruct (treasure *t) 1666free_treasurestruct (treasure *t)
1771{ 1667{
1789free_artifact (artifact *at) 1685free_artifact (artifact *at)
1790{ 1686{
1791 if (at->next) free_artifact (at->next); 1687 if (at->next) free_artifact (at->next);
1792 if (at->allowed) free_charlinks (at->allowed); 1688 if (at->allowed) free_charlinks (at->allowed);
1793 1689
1794 at->item->destroy (1); 1690 at->item->destroy ();
1795 1691
1796 sfree (at); 1692 sfree (at);
1797} 1693}
1798 1694
1799void 1695void

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