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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.56 by root, Sat Apr 21 22:12:59 2007 UTC vs.
Revision 1.103 by root, Sat Apr 10 01:06:21 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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>
40 38
41extern char *spell_mapping[]; 39extern char *spell_mapping[];
42 40
43static treasurelist *first_treasurelist; 41static treasurelist *first_treasurelist;
44 42
47typedef std::tr1::unordered_map< 45typedef std::tr1::unordered_map<
48 const char *, 46 const char *,
49 treasurelist *, 47 treasurelist *,
50 str_hash, 48 str_hash,
51 str_equal, 49 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 50 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 51> tl_map_t;
55 52
56static tl_map_t tl_map; 53static tl_map_t tl_map;
54
55//TODO: class method
56static void free_treasurestruct (treasure *t); // bleh desu
57static void
58clear (treasurelist *tl)
59{
60 if (tl->items)
61 {
62 free_treasurestruct (tl->items);
63 tl->items = 0;
64 }
65
66 tl->total_chance = 0;
67}
57 68
58/* 69/*
59 * Searches for the given treasurelist 70 * Searches for the given treasurelist
60 */ 71 */
61treasurelist * 72treasurelist *
93 } 104 }
94 105
95 return tl; 106 return tl;
96} 107}
97 108
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 109#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 110/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 111 * so that the treasure name can be printed out
114 */ 112 */
115static void 113static void
140 138
141 f.next (); 139 f.next ();
142 140
143 for (;;) 141 for (;;)
144 { 142 {
145 coroapi::cede_to_tick_every (10); 143 coroapi::cede_to_tick ();
146 144
147 switch (f.kw) 145 switch (f.kw)
148 { 146 {
149 case KW_arch: 147 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 148 t->item = archetype::find (f.get_str ());
149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
151 break; 156 break;
152 157
153 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 174 t->next = read_treasure (f);
170 return t; 175 return t;
171 176
172 default: 177 default:
173 if (!f.parse_error ("treasurelist", t->name)) 178 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 179 goto error;
175 180
176 return t; 181 return t;
177 } 182 }
178 183
179 f.next (); 184 f.next ();
180 } 185 }
186
187 // not reached
188
189error:
190 delete t;
191 return 0;
181} 192}
182 193
183/* 194/*
184 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
185 */ 196 */
197 208
198 /* This is a one of the many items on the list should be generated. 209 /* 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 210 * Add up the chance total, and check to make sure the yes & no
200 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
201 */ 212 */
202 tl->total_chance = 0;
203
204 if (one) 213 if (one)
205 { 214 {
206 for (treasure *t = tl->items; t; t = t->next) 215 for (treasure *t = tl->items; t; t = t->next)
207 { 216 {
208 if (t->next_yes || t->next_no) 217 if (t->next_yes || t->next_no)
209 { 218 {
210 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);
211 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");
212 } 221 }
213 222
214 tl->total_chance += t->chance; 223 tl->total_chance += t->chance;
215 } 224 }
246 return; 255 return;
247 } 256 }
248 257
249 op->expand_tail (); 258 op->expand_tail ();
250 259
260 if (!creator->is_on_map ()
251 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 || (op->weight && op->blocked (creator->map, creator->x, creator->y)))
252 op->destroy (); 262 op->destroy ();
253 else 263 else
254 { 264 {
255 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 op->flag [FLAG_OBJ_ORIGINAL] = true;
256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 } 267 }
258 } 268 }
259 else 269 else
260 { 270 {
261 op = creator->insert (op); 271 op = creator->insert (op);
262 272
263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
264 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
265
266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
268 esrv_send_item (tmp, op);
269 } 275 }
270} 276}
271 277
272/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
273 * in the generated object 279 * in the generated object
302 else 308 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
304 } 310 }
305 else 311 else
306 { 312 {
307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
308 { 314 {
309 object *tmp = arch_to_object (t->item); 315 object *tmp = t->item->instance ();
310 316
311 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
312 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
313 319
314 fix_generated_item (tmp, op, difficulty, t->magic, flag); 320 fix_generated_item (tmp, op, difficulty, t->magic, flag);
359 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
360 } 366 }
361 else if (t->nrof) 367 else if (t->nrof)
362 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
363 } 369 }
364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
365 { 371 {
366 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = t->item->instance ())
367 { 373 {
368 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
369 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
370 376
371 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
372 change_treasure (t, tmp); 378 change_treasure (t, tmp);
373 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
374 } 380 }
375 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
376} 388}
377 389
378/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
379 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
380 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
393 { 405 {
394 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
395 return; 407 return;
396 } 408 }
397 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
398 if (tl->total_chance) 419 if (tl->total_chance)
399 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
400 else 421 else
401 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
402} 423}
422 443
423 if (ob->inv) 444 if (ob->inv)
424 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
425 446
426 ob->destroy (); 447 ob->destroy ();
448
427 return tmp; 449 return tmp;
428} 450}
429 451
430/* 452/*
431 * This is a new way of calculating the chance for an item to have 453 * This is a new way of calculating the chance for an item to have
474 * This code presumes that op has had its spell object created (in op->inv) 496 * This code presumes that op has had its spell object created (in op->inv)
475 * 497 *
476 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
477 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 499 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
478 */ 500 */
479int 501static int
480level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
481{ 503{
482 int olevel = 0;
483
484 if (!op->inv) 504 if (!op->inv)
485 { 505 {
486 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
487 return 0; 507 return 0;
488 } 508 }
489 509
490 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
491 511
492 if (olevel <= 0) 512 if (olevel <= 0)
493 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
494 514
495 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
496 olevel = MAXLEVEL;
497
498 return olevel;
499} 516}
500 517
501/* 518/*
502 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
503 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
506 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
507 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
508 * weird integer between 1-31. 525 * weird integer between 1-31.
509 * 526 *
510 */ 527 */
511int 528static int
512magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
513{ 530{
514 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
515 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
516 533
559 576
560 op->magic = magic; 577 op->magic = magic;
561 if (op->arch) 578 if (op->arch)
562 { 579 {
563 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
565 582
566 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
567 magic = (-magic); 584 magic = (-magic);
585
568 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
569 } 587 }
570 else 588 else
571 { 589 {
572 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
574 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
575 magic = (-magic); 594 magic = (-magic);
595
576 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
577 } 597 }
578} 598}
579 599
580/* 600/*
603 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
604 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
605 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
606 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
607 */ 627 */
608void 628static void
609set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
610{ 630{
611
612 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
613 632
614 if (op->type == AMULET) 633 if (op->type == AMULET)
615 { 634 {
616 if (!(rndm (21))) 635 if (!(rndm (21)))
635 case 2: 654 case 2:
636 case 3: 655 case 3:
637 case 4: 656 case 4:
638 case 5: 657 case 5:
639 case 6: 658 case 6:
640 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
641 break; 660 break;
642 661
643 case 7: 662 case 7:
644 op->stats.dam += bonus; 663 op->stats.dam += bonus;
645 break; 664 break;
739 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
740 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
741 * rings and amulets. 760 * rings and amulets.
742 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
743 */ 762 */
744int 763static int
745get_magic (int diff) 764get_magic (int diff)
746{ 765{
747 int i; 766 int i;
748 767
749 if (diff < 3) 768 if (diff < 3)
752 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
753 if (rndm (diff)) 772 if (rndm (diff))
754 return i; 773 return i;
755 774
756 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
757} 793}
758 794
759#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
760#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
761 797
798 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
799 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
800 op->randomitems = 0; 836 op->randomitems = 0;
801 } 837 }
802 838
803 if (difficulty < 1) 839 max_it (difficulty, 1);
804 difficulty = 1;
805 840
806 if (INVOKE_OBJECT (ADD_BONUS, op, 841 if (INVOKE_OBJECT (ADD_BONUS, op,
807 ARG_OBJECT (creator != op ? creator : 0), 842 ARG_OBJECT (creator != op ? creator : 0),
808 ARG_INT (difficulty), ARG_INT (max_magic), 843 ARG_INT (difficulty), ARG_INT (max_magic),
809 ARG_INT (flags))) 844 ARG_INT (flags)))
810 return; 845 return;
811 846
812 if (!(flags & GT_MINIMAL)) 847 if (!(flags & GT_MINIMAL))
813 { 848 {
814 if (op->arch == crown_arch) 849 if (IS_ARCH (op->arch, crown))
815 { 850 {
816 set_magic (difficulty, op, max_magic, flags); 851 set_magic (difficulty, op, max_magic, flags);
817 num_enchantments = calc_item_power (op, 1); 852 num_enchantments = calc_item_power (op, 1);
818 generate_artifact (op, difficulty); 853 generate_artifact (op, difficulty);
819 } 854 }
824 859
825 num_enchantments = calc_item_power (op, 1); 860 num_enchantments = calc_item_power (op, 1);
826 861
827 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 862 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
828 || op->type == HORN 863 || op->type == HORN
829 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 864 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
830 * used for shop_floors or treasures */
831 generate_artifact (op, difficulty); 865 generate_artifact (op, difficulty);
832 } 866 }
833 867
834 /* Object was made an artifact. Calculate its item_power rating. 868 /* Object was made an artifact. Calculate its item_power rating.
835 * the item_power in the object is what the artfiact adds. 869 * the item_power in the object is what the artfiact adds.
869 * again below */ 903 * again below */
870 } 904 }
871 } 905 }
872 906
873 /* materialtype modifications. Note we allow this on artifacts. */ 907 /* materialtype modifications. Note we allow this on artifacts. */
874 set_materialname (op, difficulty, NULL); 908 select_material (op, difficulty);
875 909
876 if (flags & GT_MINIMAL) 910 if (flags & GT_MINIMAL)
877 { 911 {
878 if (op->type == POTION) 912 if (op->type == POTION)
879 /* Handle healing and magic power potions */ 913 /* Handle healing and magic power potions */
880 if (op->stats.sp && !op->randomitems) 914 if (op->stats.sp && !op->randomitems)
881 { 915 {
882 object *tmp;
883
884 tmp = get_archetype (spell_mapping[op->stats.sp]); 916 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
885 insert_ob_in_ob (tmp, op); 917 insert_ob_in_ob (tmp, op);
886 op->stats.sp = 0; 918 op->stats.sp = 0;
887 } 919 }
888 } 920 }
889 else if (!op->title) /* Only modify object if not special */ 921 else if (!op->title) /* Only modify object if not special */
912 int too_many_tries = 0, is_special = 0; 944 int too_many_tries = 0, is_special = 0;
913 945
914 /* Handle healing and magic power potions */ 946 /* Handle healing and magic power potions */
915 if (op->stats.sp && !op->randomitems) 947 if (op->stats.sp && !op->randomitems)
916 { 948 {
917 object *tmp;
918
919 tmp = get_archetype (spell_mapping[op->stats.sp]); 949 object *tmp = get_archetype (spell_mapping[op->stats.sp]);
920 insert_ob_in_ob (tmp, op); 950 insert_ob_in_ob (tmp, op);
921 op->stats.sp = 0; 951 op->stats.sp = 0;
922 } 952 }
923 953
924 while (!(is_special = special_potion (op)) && !op->inv) 954 while (!(is_special = special_potion (op)) && !op->inv)
932 * since the value set on those is already correct. 962 * since the value set on those is already correct.
933 */ 963 */
934 if (op->inv && op->randomitems) 964 if (op->inv && op->randomitems)
935 { 965 {
936 /* value multiplier is same as for scrolls */ 966 /* value multiplier is same as for scrolls */
937 op->value = (op->value * op->inv->value); 967 op->value *= op->inv->value;
938 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); 968 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
939 } 969 }
940 else 970 else
941 { 971 {
942 op->name = "potion"; 972 op->name = "potion";
943 op->name_pl = "potions"; 973 op->name_pl = "potions";
944 } 974 }
945 975
946 if (!(flags & GT_ONLY_GOOD) && rndm (2)) 976 if (!(flags & GT_ONLY_GOOD) && rndm (2))
947 SET_FLAG (op, FLAG_CURSED); 977 SET_FLAG (op, FLAG_CURSED);
978
948 break; 979 break;
949 } 980 }
950 981
951 case AMULET: 982 case AMULET:
952 if (op->arch == amulet_arch) 983 if (IS_ARCH (op->arch, amulet))
953 op->value *= 5; /* Since it's not just decoration */ 984 op->value *= 5; /* Since it's not just decoration */
954 985
955 case RING: 986 case RING:
956 if (op->arch == NULL)
957 {
958 op->destroy ();
959 op = 0;
960 break;
961 }
962
963 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 987 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
964 break; 988 break;
965 989
966 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 990 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
967 SET_FLAG (op, FLAG_CURSED); 991 SET_FLAG (op, FLAG_CURSED);
968 992
988 op->value *= 5; 1012 op->value *= 5;
989 set_ring_bonus (op, d); 1013 set_ring_bonus (op, d);
990 } 1014 }
991 } 1015 }
992 1016
993 if (GET_ANIM_ID (op)) 1017 if (op->animation_id)
994 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1018 op->set_anim_frame (rndm (op->anim_frames ()));
995 1019
996 break; 1020 break;
997 1021
998 case BOOK: 1022 case BOOK:
999 /* Is it an empty book?, if yes lets make a special· 1023 /* Is it an empty book?, if yes lets make a special·
1014 op->level = rndm (creator->level); 1038 op->level = rndm (creator->level);
1015 1039
1016 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1040 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1017 /* books w/ info are worth more! */ 1041 /* books w/ info are worth more! */
1018 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1042 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1019 /* creator related stuff */
1020
1021 /* for library, chained books. Note that some monsters have no_pick
1022 * set - we don't want to set no pick in that case.
1023 */
1024 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1025 SET_FLAG (op, FLAG_NO_PICK);
1026 if (creator->slaying && !op->slaying) /* for check_inv floors */
1027 op->slaying = creator->slaying;
1028 1043
1029 /* add exp so reading it gives xp (once) */ 1044 /* add exp so reading it gives xp (once) */
1030 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1045 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1031 } 1046 }
1047
1048 /* creator related stuff */
1049
1050 /* for library, chained books. Note that some monsters have no_pick
1051 * set - we don't want to set no pick in that case.
1052 */
1053 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1054 SET_FLAG (op, FLAG_NO_PICK);
1055 if (creator->slaying && !op->slaying) /* for check_inv floors */
1056 op->slaying = creator->slaying;
1032 break; 1057 break;
1033 1058
1034 case SPELLBOOK: 1059 case SPELLBOOK:
1035 op->value = op->value * op->inv->value; 1060 op->value = op->value * op->inv->value;
1036 /* add exp so learning gives xp */ 1061 /* add exp so learning gives xp */
1070 * 10 time multiplier). This way, the value are a bit more reasonable. 1095 * 10 time multiplier). This way, the value are a bit more reasonable.
1071 */ 1096 */
1072 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1097 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1073 /* maxhp is used to denote how many 'charges' the rod holds before */ 1098 /* maxhp is used to denote how many 'charges' the rod holds before */
1074 if (op->stats.maxhp) 1099 if (op->stats.maxhp)
1075 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1100 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1076 else 1101 else
1077 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1078 1103
1079 op->stats.hp = op->stats.maxhp; 1104 op->stats.hp = op->stats.maxhp;
1080 break; 1105 break;
1081 1106
1082 case SCROLL: 1107 case SCROLL:
1119 1144
1120/* 1145/*
1121 * Allocate and return the pointer to an empty artifactlist structure. 1146 * Allocate and return the pointer to an empty artifactlist structure.
1122 */ 1147 */
1123static artifactlist * 1148static artifactlist *
1124get_empty_artifactlist (void) 1149get_empty_artifactlist ()
1125{ 1150{
1126 return salloc0 <artifactlist> (); 1151 return salloc0<artifactlist> ();
1127} 1152}
1128 1153
1129/* 1154/*
1130 * Allocate and return the pointer to an empty artifact structure. 1155 * Allocate and return the pointer to an empty artifact structure.
1131 */ 1156 */
1132static artifact * 1157static artifact *
1133get_empty_artifact (void) 1158get_empty_artifact ()
1134{ 1159{
1135 return salloc0 <artifact> (); 1160 return salloc0<artifact> ();
1136} 1161}
1137 1162
1138/* 1163/*
1139 * Searches the artifact lists and returns one that has the same type 1164 * Searches the artifact lists and returns one that has the same type
1140 * of objects on it. 1165 * of objects on it.
1148 1173
1149 return 0; 1174 return 0;
1150} 1175}
1151 1176
1152/* 1177/*
1153 * For debugging purposes. Dumps all tables. 1178 * Builds up the lists of artifacts from the file in the libdir.
1154 */ 1179 */
1155void 1180void
1156dump_artifacts (void)
1157{
1158 artifactlist *al;
1159 artifact *art;
1160 linked_char *next;
1161
1162 fprintf (logfile, "\n");
1163 for (al = first_artifactlist; al != NULL; al = al->next)
1164 {
1165 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1166 for (art = al->items; art != NULL; art = art->next)
1167 {
1168 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1169 if (art->allowed != NULL)
1170 {
1171 fprintf (logfile, "\tallowed combinations:");
1172 for (next = art->allowed; next != NULL; next = next->next)
1173 fprintf (logfile, "%s,", &next->name);
1174 fprintf (logfile, "\n");
1175 }
1176 }
1177 }
1178 fprintf (logfile, "\n");
1179}
1180
1181/*
1182 * For debugging purposes. Dumps all treasures recursively (see below).
1183 */
1184void
1185dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1186{
1187 treasurelist *tl;
1188 int i;
1189
1190 if (depth > 100)
1191 return;
1192
1193 while (t)
1194 {
1195 if (t->name)
1196 {
1197 for (i = 0; i < depth; i++)
1198 fprintf (logfile, " ");
1199
1200 fprintf (logfile, "{ (list: %s)\n", &t->name);
1201
1202 tl = treasurelist::find (t->name);
1203 if (tl)
1204 dump_monster_treasure_rec (name, tl->items, depth + 2);
1205
1206 for (i = 0; i < depth; i++)
1207 fprintf (logfile, " ");
1208
1209 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1210 }
1211 else
1212 {
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 if (t->item && t->item->clone.type == FLESH)
1217 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1218 else
1219 fprintf (logfile, "%s\n", &t->item->clone.name);
1220 }
1221
1222 if (t->next_yes)
1223 {
1224 for (i = 0; i < depth; i++)
1225 fprintf (logfile, " ");
1226
1227 fprintf (logfile, " (if yes)\n");
1228 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1229 }
1230
1231 if (t->next_no)
1232 {
1233 for (i = 0; i < depth; i++)
1234 fprintf (logfile, " ");
1235
1236 fprintf (logfile, " (if no)\n");
1237 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1238 }
1239
1240 t = t->next;
1241 }
1242}
1243
1244/*
1245 * For debugging purposes. Dumps all treasures for a given monster.
1246 * Created originally by Raphael Quinet for debugging the alchemy code.
1247 */
1248void
1249dump_monster_treasure (const char *name)
1250{
1251 archetype *at;
1252 int found;
1253
1254 found = 0;
1255 fprintf (logfile, "\n");
1256
1257 for (at = first_archetype; at != NULL; at = at->next)
1258 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1259 {
1260 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1261 if (at->clone.randomitems != NULL)
1262 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1263 else
1264 fprintf (logfile, "(nothing)\n");
1265
1266 fprintf (logfile, "\n");
1267 found++;
1268 }
1269
1270 if (found == 0)
1271 fprintf (logfile, "No objects have the name %s!\n\n", name);
1272}
1273
1274/*
1275 * Builds up the lists of artifacts from the file in the libdir.
1276 */
1277void
1278init_artifacts (void) 1181init_artifacts ()
1279{ 1182{
1280 static int has_been_inited = 0; 1183 static int has_been_inited = 0;
1281 char filename[MAX_BUF]; 1184 char filename[MAX_BUF];
1282 artifact *art = NULL; 1185 artifact *art = NULL;
1283 artifactlist *al; 1186 artifactlist *al;
1291 object_thawer f (filename); 1194 object_thawer f (filename);
1292 1195
1293 if (!f) 1196 if (!f)
1294 return; 1197 return;
1295 1198
1296 f.next ();
1297
1298 for (;;) 1199 for (;;)
1299 { 1200 {
1300 switch (f.kw) 1201 switch (f.kw)
1301 { 1202 {
1302 case KW_allowed: 1203 case KW_allowed:
1305 1206
1306 { 1207 {
1307 if (!strcmp (f.get_str (), "all")) 1208 if (!strcmp (f.get_str (), "all"))
1308 break; 1209 break;
1309 1210
1310 char *next, *cp = f.get_str (); 1211 const char *cp = f.get_str ();
1311 1212 char *next;
1312 do 1213 do
1313 { 1214 {
1314 if ((next = strchr (cp, ','))) 1215 if ((next = (char *)strchr (cp, ',')))
1315 *next++ = '\0'; 1216 *next++ = '\0';
1316 1217
1317 linked_char *tmp = new linked_char; 1218 linked_char *tmp = new linked_char;
1318 1219
1319 tmp->name = cp; 1220 tmp->name = cp;
1405#endif 1306#endif
1406 op->face = change->face; 1307 op->face = change->face;
1407 } 1308 }
1408 1309
1409 for (i = 0; i < NUM_STATS; i++) 1310 for (i = 0; i < NUM_STATS; i++)
1410 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1311 change_attr_value (&(op->stats), i, change->stats.stat (i));
1411 1312
1412 op->attacktype |= change->attacktype; 1313 op->attacktype |= change->attacktype;
1413 op->path_attuned |= change->path_attuned; 1314 op->path_attuned |= change->path_attuned;
1414 op->path_repelled |= change->path_repelled; 1315 op->path_repelled |= change->path_repelled;
1415 op->path_denied |= change->path_denied; 1316 op->path_denied |= change->path_denied;
1463 * to cast. So convert that to into a spell and put it into 1364 * to cast. So convert that to into a spell and put it into
1464 * this object. 1365 * this object.
1465 */ 1366 */
1466 if (op->type == HORN || op->type == POTION) 1367 if (op->type == HORN || op->type == POTION)
1467 { 1368 {
1468 object *tmp_obj;
1469
1470 /* Remove any spells this object currently has in it */ 1369 /* Remove any spells this object currently has in it */
1471 while (op->inv)
1472 op->inv->destroy (); 1370 op->destroy_inv (false);
1473 1371
1474 tmp_obj = arch_to_object (change->other_arch); 1372 object *tmp = change->other_arch->instance ();
1475 insert_ob_in_ob (tmp_obj, op); 1373 insert_ob_in_ob (tmp, op);
1476 } 1374 }
1375
1477 /* No harm setting this for potions/horns */ 1376 /* No harm setting this for potions/horns */
1478 op->other_arch = change->other_arch; 1377 op->other_arch = change->other_arch;
1479 } 1378 }
1480 1379
1481 if (change->stats.hp < 0) 1380 if (change->stats.hp < 0)
1565 op->value *= change->value; 1464 op->value *= change->value;
1566 1465
1567 if (change->materials) 1466 if (change->materials)
1568 op->materials = change->materials; 1467 op->materials = change->materials;
1569 1468
1570 if (change->materialname) 1469 if (change->material != MATERIAL_NULL)
1571 op->materialname = change->materialname; 1470 op->material = change->material;
1572 1471
1573 if (change->slaying) 1472 if (change->slaying)
1574 op->slaying = change->slaying; 1473 op->slaying = change->slaying;
1575 1474
1576 if (change->race) 1475 if (change->race)
1599 name = tmp->name + 1, neg = 1; 1498 name = tmp->name + 1, neg = 1;
1600 else 1499 else
1601 name = tmp->name, neg = 0; 1500 name = tmp->name, neg = 0;
1602 1501
1603 /* If we match name, then return the opposite of 'neg' */ 1502 /* If we match name, then return the opposite of 'neg' */
1604 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1503 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1605 return !neg; 1504 return !neg;
1606 1505
1607 /* Set success as true, since if the match was an inverse, it means 1506 /* Set success as true, since if the match was an inverse, it means
1608 * everything is allowed except what we match 1507 * everything is allowed except what we match
1609 */ 1508 */
1685#if 1 1584#if 1
1686 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1585 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1687#endif 1586#endif
1688 return; 1587 return;
1689 } 1588 }
1690 if (!strcmp (art->item->name, "NONE")) 1589
1590 if (art->item->name == shstr_NONE)
1691 return; 1591 return;
1592
1692 if (FABS (op->magic) < art->item->magic) 1593 if (fabs (op->magic) < art->item->magic)
1693 continue; /* Not magic enough to be this item */ 1594 continue; /* Not magic enough to be this item */
1694 1595
1695 /* Map difficulty not high enough */ 1596 /* Map difficulty not high enough */
1696 if (difficulty < art->difficulty) 1597 if (difficulty < art->difficulty)
1697 continue; 1598 continue;
1748 item->level = donor->level; 1649 item->level = donor->level;
1749 1650
1750 /* if donor has some attacktypes, the flesh is poisonous */ 1651 /* if donor has some attacktypes, the flesh is poisonous */
1751 if (donor->attacktype & AT_POISON) 1652 if (donor->attacktype & AT_POISON)
1752 item->type = POISON; 1653 item->type = POISON;
1654
1753 if (donor->attacktype & AT_ACID) 1655 if (donor->attacktype & AT_ACID)
1754 item->stats.hp = -1 * item->stats.food; 1656 item->stats.hp = -1 * item->stats.food;
1657
1755 SET_FLAG (item, FLAG_NO_STEAL); 1658 SET_FLAG (item, FLAG_NO_STEAL);
1756 } 1659 }
1757} 1660}
1758 1661
1759/* special_potion() - so that old potion code is still done right. */ 1662static void
1760int
1761special_potion (object *op)
1762{
1763 if (op->attacktype)
1764 return 1;
1765
1766 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1767 return 1;
1768
1769 for (int i = 0; i < NROFATTACKS; i++)
1770 if (op->resist[i])
1771 return 1;
1772
1773 return 0;
1774}
1775
1776void
1777free_treasurestruct (treasure *t) 1663free_treasurestruct (treasure *t)
1778{ 1664{
1779 if (t->next) free_treasurestruct (t->next); 1665 if (t->next) free_treasurestruct (t->next);
1780 if (t->next_yes) free_treasurestruct (t->next_yes); 1666 if (t->next_yes) free_treasurestruct (t->next_yes);
1781 if (t->next_no) free_treasurestruct (t->next_no); 1667 if (t->next_no) free_treasurestruct (t->next_no);
1782 1668
1783 delete t; 1669 delete t;
1784} 1670}
1785 1671
1786void 1672static void
1787free_charlinks (linked_char *lc) 1673free_charlinks (linked_char *lc)
1788{ 1674{
1789 if (lc->next) 1675 if (lc->next)
1790 free_charlinks (lc->next); 1676 free_charlinks (lc->next);
1791 1677
1792 delete lc; 1678 delete lc;
1793} 1679}
1794 1680
1795void 1681static void
1796free_artifact (artifact *at) 1682free_artifact (artifact *at)
1797{ 1683{
1798 if (at->next) free_artifact (at->next); 1684 if (at->next) free_artifact (at->next);
1799 if (at->allowed) free_charlinks (at->allowed); 1685 if (at->allowed) free_charlinks (at->allowed);
1800 1686
1801 at->item->destroy (1); 1687 at->item->destroy ();
1802 1688
1803 sfree (at); 1689 sfree (at);
1804} 1690}
1805 1691
1806void
1807free_artifactlist (artifactlist *al)
1808{
1809 artifactlist *nextal;
1810
1811 for (al = first_artifactlist; al; al = nextal)
1812 {
1813 nextal = al->next;
1814
1815 if (al->items)
1816 free_artifact (al->items);
1817
1818 sfree (al);
1819 }
1820}
1821
1822void
1823free_all_treasures (void)
1824{
1825 treasurelist *tl, *next;
1826
1827 for (tl = first_treasurelist; tl; tl = next)
1828 {
1829 clear (tl);
1830
1831 next = tl->next;
1832 delete tl;
1833 }
1834
1835 free_artifactlist (first_artifactlist);
1836}

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