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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 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 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;
57 55
58/* 56/*
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
251 if (ob_blocked (op, creator->map, creator->x, creator->y)) 260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
252 op->destroy (); 261 op->destroy ();
253 else 262 else
254 { 263 {
255 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
260 { 269 {
261 op = creator->insert (op); 270 op = creator->insert (op);
262 271
263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
264 monster_check_apply (creator, op); 273 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 } 274 }
270} 275}
271 276
272/* if there are change_xxx commands in the treasure, we include the changes 277/* if there are change_xxx commands in the treasure, we include the changes
273 * in the generated object 278 * in the generated object
302 else 307 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
304 } 309 }
305 else 310 else
306 { 311 {
307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
308 { 313 {
309 object *tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
310 315
311 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
312 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
359 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
360 } 365 }
361 else if (t->nrof) 366 else if (t->nrof)
362 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
363 } 368 }
364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
365 { 370 {
366 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = arch_to_object (t->item))
367 { 372 {
368 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
369 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
371 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
372 change_treasure (t, tmp); 377 change_treasure (t, tmp);
373 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
374 } 379 }
375 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
376} 387}
377 388
378/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
379 * to determine how many list transitions or attempts to create treasure 390 * 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 391 * have been made. It is really in place to prevent infinite loops with
393 { 404 {
394 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
395 return; 406 return;
396 } 407 }
397 408
409 if (op->flag [FLAG_TREASURE_ENV])
410 {
411 // do not generate items when there already is something above the object
412 if (op->flag [FLAG_IS_FLOOR] && op->above)
413 return;
414
415 flag |= GT_ENVIRONMENT;
416 }
417
398 if (tl->total_chance) 418 if (tl->total_chance)
399 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
400 else 420 else
401 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
402} 422}
422 442
423 if (ob->inv) 443 if (ob->inv)
424 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
425 445
426 ob->destroy (); 446 ob->destroy ();
447
427 return tmp; 448 return tmp;
428} 449}
429 450
430/* 451/*
431 * This is a new way of calculating the chance for an item to have 452 * This is a new way of calculating the chance for an item to have
477 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 498 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
478 */ 499 */
479int 500int
480level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
481{ 502{
482 int olevel = 0;
483
484 if (!op->inv) 503 if (!op->inv)
485 { 504 {
486 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 505 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
487 return 0; 506 return 0;
488 } 507 }
489 508
490 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
491 510
492 if (olevel <= 0) 511 if (olevel <= 0)
493 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
494 513
495 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
496 olevel = MAXLEVEL;
497
498 return olevel;
499} 515}
500 516
501/* 517/*
502 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
503 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
559 575
560 op->magic = magic; 576 op->magic = magic;
561 if (op->arch) 577 if (op->arch)
562 { 578 {
563 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
564 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
565 581
566 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 582 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
567 magic = (-magic); 583 magic = (-magic);
584
568 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
569 } 586 }
570 else 587 else
571 { 588 {
572 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
573 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
574 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 592 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
575 magic = (-magic); 593 magic = (-magic);
594
576 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
577 } 596 }
578} 597}
579 598
580/* 599/*
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;
809 ARG_INT (flags))) 828 ARG_INT (flags)))
810 return; 829 return;
811 830
812 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
813 { 832 {
814 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
815 { 834 {
816 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
817 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
818 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
819 } 838 }
824 843
825 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
826 845
827 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
828 || op->type == HORN 847 || op->type == HORN
829 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 848 || 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); 849 generate_artifact (op, difficulty);
832 } 850 }
833 851
834 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
835 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
877 { 895 {
878 if (op->type == POTION) 896 if (op->type == POTION)
879 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
880 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
881 { 899 {
882 object *tmp;
883
884 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
885 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
886 op->stats.sp = 0; 902 op->stats.sp = 0;
887 } 903 }
888 } 904 }
889 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
947 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
948 break; 964 break;
949 } 965 }
950 966
951 case AMULET: 967 case AMULET:
952 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
953 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
954 970
955 case RING: 971 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! */ 972 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
964 break; 973 break;
965 974
966 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
967 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
968 977
988 op->value *= 5; 997 op->value *= 5;
989 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
990 } 999 }
991 } 1000 }
992 1001
993 if (GET_ANIM_ID (op)) 1002 if (op->animation_id)
994 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1003 op->set_anim_frame (rndm (op->anim_frames ()));
995 1004
996 break; 1005 break;
997 1006
998 case BOOK: 1007 case BOOK:
999 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1014 op->level = rndm (creator->level); 1023 op->level = rndm (creator->level);
1015 1024
1016 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1025 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1017 /* books w/ info are worth more! */ 1026 /* books w/ info are worth more! */
1018 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1027 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 1028
1029 /* add exp so reading it gives xp (once) */ 1029 /* add exp so reading it gives xp (once) */
1030 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1030 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1031 } 1031 }
1032
1033 /* creator related stuff */
1034
1035 /* for library, chained books. Note that some monsters have no_pick
1036 * set - we don't want to set no pick in that case.
1037 */
1038 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1039 SET_FLAG (op, FLAG_NO_PICK);
1040 if (creator->slaying && !op->slaying) /* for check_inv floors */
1041 op->slaying = creator->slaying;
1032 break; 1042 break;
1033 1043
1034 case SPELLBOOK: 1044 case SPELLBOOK:
1035 op->value = op->value * op->inv->value; 1045 op->value = op->value * op->inv->value;
1036 /* add exp so learning gives xp */ 1046 /* add exp so learning gives xp */
1121 * Allocate and return the pointer to an empty artifactlist structure. 1131 * Allocate and return the pointer to an empty artifactlist structure.
1122 */ 1132 */
1123static artifactlist * 1133static artifactlist *
1124get_empty_artifactlist (void) 1134get_empty_artifactlist (void)
1125{ 1135{
1126 return salloc0 <artifactlist> (); 1136 return salloc0<artifactlist> ();
1127} 1137}
1128 1138
1129/* 1139/*
1130 * Allocate and return the pointer to an empty artifact structure. 1140 * Allocate and return the pointer to an empty artifact structure.
1131 */ 1141 */
1132static artifact * 1142static artifact *
1133get_empty_artifact (void) 1143get_empty_artifact (void)
1134{ 1144{
1135 return salloc0 <artifact> (); 1145 return salloc0<artifact> ();
1136} 1146}
1137 1147
1138/* 1148/*
1139 * Searches the artifact lists and returns one that has the same type 1149 * Searches the artifact lists and returns one that has the same type
1140 * of objects on it. 1150 * of objects on it.
1145 for (artifactlist *al = first_artifactlist; al; al = al->next) 1155 for (artifactlist *al = first_artifactlist; al; al = al->next)
1146 if (al->type == type) 1156 if (al->type == type)
1147 return al; 1157 return al;
1148 1158
1149 return 0; 1159 return 0;
1150}
1151
1152/*
1153 * For debugging purposes. Dumps all tables.
1154 */
1155void
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} 1160}
1273 1161
1274/* 1162/*
1275 * Builds up the lists of artifacts from the file in the libdir. 1163 * Builds up the lists of artifacts from the file in the libdir.
1276 */ 1164 */
1290 sprintf (filename, "%s/artifacts", settings.datadir); 1178 sprintf (filename, "%s/artifacts", settings.datadir);
1291 object_thawer f (filename); 1179 object_thawer f (filename);
1292 1180
1293 if (!f) 1181 if (!f)
1294 return; 1182 return;
1295
1296 f.next ();
1297 1183
1298 for (;;) 1184 for (;;)
1299 { 1185 {
1300 switch (f.kw) 1186 switch (f.kw)
1301 { 1187 {
1405#endif 1291#endif
1406 op->face = change->face; 1292 op->face = change->face;
1407 } 1293 }
1408 1294
1409 for (i = 0; i < NUM_STATS; i++) 1295 for (i = 0; i < NUM_STATS; i++)
1410 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1296 change_attr_value (&(op->stats), i, change->stats.stat (i));
1411 1297
1412 op->attacktype |= change->attacktype; 1298 op->attacktype |= change->attacktype;
1413 op->path_attuned |= change->path_attuned; 1299 op->path_attuned |= change->path_attuned;
1414 op->path_repelled |= change->path_repelled; 1300 op->path_repelled |= change->path_repelled;
1415 op->path_denied |= change->path_denied; 1301 op->path_denied |= change->path_denied;
1463 * to cast. So convert that to into a spell and put it into 1349 * to cast. So convert that to into a spell and put it into
1464 * this object. 1350 * this object.
1465 */ 1351 */
1466 if (op->type == HORN || op->type == POTION) 1352 if (op->type == HORN || op->type == POTION)
1467 { 1353 {
1468 object *tmp_obj;
1469
1470 /* Remove any spells this object currently has in it */ 1354 /* Remove any spells this object currently has in it */
1471 while (op->inv)
1472 op->inv->destroy (); 1355 op->destroy_inv (false);
1473 1356
1474 tmp_obj = arch_to_object (change->other_arch); 1357 object *tmp = arch_to_object (change->other_arch);
1475 insert_ob_in_ob (tmp_obj, op); 1358 insert_ob_in_ob (tmp, op);
1476 } 1359 }
1477 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1478 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1479 } 1362 }
1480 1363
1599 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1600 else 1483 else
1601 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1602 1485
1603 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1604 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1605 return !neg; 1488 return !neg;
1606 1489
1607 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1608 * everything is allowed except what we match 1491 * everything is allowed except what we match
1609 */ 1492 */
1685#if 1 1568#if 1
1686 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1569 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1687#endif 1570#endif
1688 return; 1571 return;
1689 } 1572 }
1690 if (!strcmp (art->item->name, "NONE")) 1573
1574 if (art->item->name == shstr_NONE)
1691 return; 1575 return;
1576
1692 if (FABS (op->magic) < art->item->magic) 1577 if (fabs (op->magic) < art->item->magic)
1693 continue; /* Not magic enough to be this item */ 1578 continue; /* Not magic enough to be this item */
1694 1579
1695 /* Map difficulty not high enough */ 1580 /* Map difficulty not high enough */
1696 if (difficulty < art->difficulty) 1581 if (difficulty < art->difficulty)
1697 continue; 1582 continue;
1748 item->level = donor->level; 1633 item->level = donor->level;
1749 1634
1750 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1751 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1752 item->type = POISON; 1637 item->type = POISON;
1638
1753 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1754 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -1 * item->stats.food;
1641
1755 SET_FLAG (item, FLAG_NO_STEAL); 1642 SET_FLAG (item, FLAG_NO_STEAL);
1756 } 1643 }
1757} 1644}
1758 1645
1759/* special_potion() - so that old potion code is still done right. */ 1646/* special_potion() - so that old potion code is still done right. */
1796free_artifact (artifact *at) 1683free_artifact (artifact *at)
1797{ 1684{
1798 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1799 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1800 1687
1801 at->item->destroy (1); 1688 at->item->destroy ();
1802 1689
1803 sfree (at); 1690 sfree (at);
1804} 1691}
1805 1692
1806void 1693void

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