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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.59 by root, Sun Apr 29 00:19:16 2007 UTC vs.
Revision 1.92 by root, Sat Nov 7 18:30:05 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 free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
57 69
58/* 70/*
59 * Searches for the given treasurelist 71 * Searches for the given treasurelist
60 */ 72 */
61treasurelist * 73treasurelist *
93 } 105 }
94 106
95 return tl; 107 return tl;
96} 108}
97 109
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 110#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
114 */ 113 */
115static void 114static void
140 139
141 f.next (); 140 f.next ();
142 141
143 for (;;) 142 for (;;)
144 { 143 {
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 149 t->item = archetype::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
151 break; 157 break;
152 158
153 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 175 t->next = read_treasure (f);
170 return t; 176 return t;
171 177
172 default: 178 default:
173 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 180 goto error;
175 181
176 return t; 182 return t;
177 } 183 }
178 184
179 f.next (); 185 f.next ();
180 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
181} 193}
182 194
183/* 195/*
184 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
185 */ 197 */
203 { 215 {
204 for (treasure *t = tl->items; t; t = t->next) 216 for (treasure *t = tl->items; t; t = t->next)
205 { 217 {
206 if (t->next_yes || t->next_no) 218 if (t->next_yes || t->next_no)
207 { 219 {
208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
209 LOG (llevError, " the next_yes or next_no field is set\n"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
210 } 222 }
211 223
212 tl->total_chance += t->chance; 224 tl->total_chance += t->chance;
213 } 225 }
244 return; 256 return;
245 } 257 }
246 258
247 op->expand_tail (); 259 op->expand_tail ();
248 260
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
250 op->destroy (); 262 op->destroy ();
251 else 263 else
252 { 264 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
254 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);
258 { 270 {
259 op = creator->insert (op); 271 op = creator->insert (op);
260 272
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
262 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 } 275 }
268} 276}
269 277
270/* 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
271 * in the generated object 279 * in the generated object
300 else 308 else
301 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);
302 } 310 }
303 else 311 else
304 { 312 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 314 {
307 object *tmp = arch_to_object (t->item); 315 object *tmp = arch_to_object (t->item);
308 316
309 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
357 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
358 } 366 }
359 else if (t->nrof) 367 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 369 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 371 {
364 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = arch_to_object (t->item))
365 { 373 {
366 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
435 443
436 if (ob->inv) 444 if (ob->inv)
437 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
438 446
439 ob->destroy (); 447 ob->destroy ();
448
440 return tmp; 449 return tmp;
441} 450}
442 451
443/* 452/*
444 * 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
487 * 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)
488 * 497 *
489 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
490 * 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.
491 */ 500 */
492int 501static int
493level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
494{ 503{
495 int olevel = 0;
496
497 if (!op->inv) 504 if (!op->inv)
498 { 505 {
499 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);
500 return 0; 507 return 0;
501 } 508 }
502 509
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 511
505 if (olevel <= 0) 512 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
507 514
508 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 516}
513 517
514/* 518/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
519 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * 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
521 * weird integer between 1-31. 525 * weird integer between 1-31.
522 * 526 *
523 */ 527 */
524int 528static int
525magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
526{ 530{
527 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
529 533
572 576
573 op->magic = magic; 577 op->magic = magic;
574 if (op->arch) 578 if (op->arch)
575 { 579 {
576 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 582
579 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 */
580 magic = (-magic); 584 magic = (-magic);
585
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 587 }
583 else 588 else
584 { 589 {
585 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
587 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 */
588 magic = (-magic); 594 magic = (-magic);
595
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 597 }
591} 598}
592 599
593/* 600/*
616 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
620 */ 627 */
621void 628static void
622set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
623{ 630{
624
625 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
626 632
627 if (op->type == AMULET) 633 if (op->type == AMULET)
628 { 634 {
629 if (!(rndm (21))) 635 if (!(rndm (21)))
648 case 2: 654 case 2:
649 case 3: 655 case 3:
650 case 4: 656 case 4:
651 case 5: 657 case 5:
652 case 6: 658 case 6:
653 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
654 break; 660 break;
655 661
656 case 7: 662 case 7:
657 op->stats.dam += bonus; 663 op->stats.dam += bonus;
658 break; 664 break;
752 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
753 * 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
754 * rings and amulets. 760 * rings and amulets.
755 * 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.
756 */ 762 */
757int 763static int
758get_magic (int diff) 764get_magic (int diff)
759{ 765{
760 int i; 766 int i;
761 767
762 if (diff < 3) 768 if (diff < 3)
765 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
766 if (rndm (diff)) 772 if (rndm (diff))
767 return i; 773 return i;
768 774
769 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;
770} 793}
771 794
772#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
773#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))
774 797
822 ARG_INT (flags))) 845 ARG_INT (flags)))
823 return; 846 return;
824 847
825 if (!(flags & GT_MINIMAL)) 848 if (!(flags & GT_MINIMAL))
826 { 849 {
827 if (op->arch == crown_arch) 850 if (IS_ARCH (op->arch, crown))
828 { 851 {
829 set_magic (difficulty, op, max_magic, flags); 852 set_magic (difficulty, op, max_magic, flags);
830 num_enchantments = calc_item_power (op, 1); 853 num_enchantments = calc_item_power (op, 1);
831 generate_artifact (op, difficulty); 854 generate_artifact (op, difficulty);
832 } 855 }
837 860
838 num_enchantments = calc_item_power (op, 1); 861 num_enchantments = calc_item_power (op, 1);
839 862
840 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 863 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
841 || op->type == HORN 864 || op->type == HORN
842 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 865 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
843 * used for shop_floors or treasures */
844 generate_artifact (op, difficulty); 866 generate_artifact (op, difficulty);
845 } 867 }
846 868
847 /* Object was made an artifact. Calculate its item_power rating. 869 /* Object was made an artifact. Calculate its item_power rating.
848 * the item_power in the object is what the artfiact adds. 870 * the item_power in the object is what the artfiact adds.
890 { 912 {
891 if (op->type == POTION) 913 if (op->type == POTION)
892 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
893 if (op->stats.sp && !op->randomitems) 915 if (op->stats.sp && !op->randomitems)
894 { 916 {
895 object *tmp;
896
897 tmp = get_archetype (spell_mapping[op->stats.sp]); 917 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
898 insert_ob_in_ob (tmp, op); 918 insert_ob_in_ob (tmp, op);
899 op->stats.sp = 0; 919 op->stats.sp = 0;
900 } 920 }
901 } 921 }
902 else if (!op->title) /* Only modify object if not special */ 922 else if (!op->title) /* Only modify object if not special */
960 SET_FLAG (op, FLAG_CURSED); 980 SET_FLAG (op, FLAG_CURSED);
961 break; 981 break;
962 } 982 }
963 983
964 case AMULET: 984 case AMULET:
965 if (op->arch == amulet_arch) 985 if (IS_ARCH (op->arch, amulet))
966 op->value *= 5; /* Since it's not just decoration */ 986 op->value *= 5; /* Since it's not just decoration */
967 987
968 case RING: 988 case RING:
969 if (op->arch == NULL)
970 {
971 op->destroy ();
972 op = 0;
973 break;
974 }
975
976 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 989 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
977 break; 990 break;
978 991
979 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
980 SET_FLAG (op, FLAG_CURSED); 993 SET_FLAG (op, FLAG_CURSED);
981 994
1001 op->value *= 5; 1014 op->value *= 5;
1002 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1003 } 1016 }
1004 } 1017 }
1005 1018
1006 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
1007 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
1008 1021
1009 break; 1022 break;
1010 1023
1011 case BOOK: 1024 case BOOK:
1012 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1027 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1028 1041
1029 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1042 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1030 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1031 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1044 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1032 /* creator related stuff */
1033
1034 /* for library, chained books. Note that some monsters have no_pick
1035 * set - we don't want to set no pick in that case.
1036 */
1037 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1038 SET_FLAG (op, FLAG_NO_PICK);
1039 if (creator->slaying && !op->slaying) /* for check_inv floors */
1040 op->slaying = creator->slaying;
1041 1045
1042 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1043 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1044 } 1048 }
1049
1050 /* creator related stuff */
1051
1052 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case.
1054 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying;
1045 break; 1059 break;
1046 1060
1047 case SPELLBOOK: 1061 case SPELLBOOK:
1048 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1049 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1083 * 10 time multiplier). This way, the value are a bit more reasonable. 1097 * 10 time multiplier). This way, the value are a bit more reasonable.
1084 */ 1098 */
1085 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1086 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1087 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1088 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1089 else 1103 else
1090 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1091 1105
1092 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1093 break; 1107 break;
1094 1108
1095 case SCROLL: 1109 case SCROLL:
1134 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1135 */ 1149 */
1136static artifactlist * 1150static artifactlist *
1137get_empty_artifactlist (void) 1151get_empty_artifactlist (void)
1138{ 1152{
1139 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1140} 1154}
1141 1155
1142/* 1156/*
1143 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1144 */ 1158 */
1145static artifact * 1159static artifact *
1146get_empty_artifact (void) 1160get_empty_artifact (void)
1147{ 1161{
1148 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1149} 1163}
1150 1164
1151/* 1165/*
1152 * Searches the artifact lists and returns one that has the same type 1166 * Searches the artifact lists and returns one that has the same type
1153 * of objects on it. 1167 * of objects on it.
1158 for (artifactlist *al = first_artifactlist; al; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1159 if (al->type == type) 1173 if (al->type == type)
1160 return al; 1174 return al;
1161 1175
1162 return 0; 1176 return 0;
1163}
1164
1165/*
1166 * For debugging purposes. Dumps all tables.
1167 */
1168void
1169dump_artifacts (void)
1170{
1171 artifactlist *al;
1172 artifact *art;
1173 linked_char *next;
1174
1175 fprintf (logfile, "\n");
1176 for (al = first_artifactlist; al != NULL; al = al->next)
1177 {
1178 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1179 for (art = al->items; art != NULL; art = art->next)
1180 {
1181 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1182 if (art->allowed != NULL)
1183 {
1184 fprintf (logfile, "\tallowed combinations:");
1185 for (next = art->allowed; next != NULL; next = next->next)
1186 fprintf (logfile, "%s,", &next->name);
1187 fprintf (logfile, "\n");
1188 }
1189 }
1190 }
1191 fprintf (logfile, "\n");
1192}
1193
1194/*
1195 * For debugging purposes. Dumps all treasures recursively (see below).
1196 */
1197void
1198dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1199{
1200 treasurelist *tl;
1201 int i;
1202
1203 if (depth > 100)
1204 return;
1205
1206 while (t)
1207 {
1208 if (t->name)
1209 {
1210 for (i = 0; i < depth; i++)
1211 fprintf (logfile, " ");
1212
1213 fprintf (logfile, "{ (list: %s)\n", &t->name);
1214
1215 tl = treasurelist::find (t->name);
1216 if (tl)
1217 dump_monster_treasure_rec (name, tl->items, depth + 2);
1218
1219 for (i = 0; i < depth; i++)
1220 fprintf (logfile, " ");
1221
1222 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1223 }
1224 else
1225 {
1226 for (i = 0; i < depth; i++)
1227 fprintf (logfile, " ");
1228
1229 if (t->item && t->item->clone.type == FLESH)
1230 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1231 else
1232 fprintf (logfile, "%s\n", &t->item->clone.name);
1233 }
1234
1235 if (t->next_yes)
1236 {
1237 for (i = 0; i < depth; i++)
1238 fprintf (logfile, " ");
1239
1240 fprintf (logfile, " (if yes)\n");
1241 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1242 }
1243
1244 if (t->next_no)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248
1249 fprintf (logfile, " (if no)\n");
1250 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1251 }
1252
1253 t = t->next;
1254 }
1255}
1256
1257/*
1258 * For debugging purposes. Dumps all treasures for a given monster.
1259 * Created originally by Raphael Quinet for debugging the alchemy code.
1260 */
1261void
1262dump_monster_treasure (const char *name)
1263{
1264 archetype *at;
1265 int found;
1266
1267 found = 0;
1268 fprintf (logfile, "\n");
1269
1270 for (at = first_archetype; at != NULL; at = at->next)
1271 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1272 {
1273 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1274 if (at->clone.randomitems != NULL)
1275 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1276 else
1277 fprintf (logfile, "(nothing)\n");
1278
1279 fprintf (logfile, "\n");
1280 found++;
1281 }
1282
1283 if (found == 0)
1284 fprintf (logfile, "No objects have the name %s!\n\n", name);
1285} 1177}
1286 1178
1287/* 1179/*
1288 * Builds up the lists of artifacts from the file in the libdir. 1180 * Builds up the lists of artifacts from the file in the libdir.
1289 */ 1181 */
1303 sprintf (filename, "%s/artifacts", settings.datadir); 1195 sprintf (filename, "%s/artifacts", settings.datadir);
1304 object_thawer f (filename); 1196 object_thawer f (filename);
1305 1197
1306 if (!f) 1198 if (!f)
1307 return; 1199 return;
1308
1309 f.next ();
1310 1200
1311 for (;;) 1201 for (;;)
1312 { 1202 {
1313 switch (f.kw) 1203 switch (f.kw)
1314 { 1204 {
1418#endif 1308#endif
1419 op->face = change->face; 1309 op->face = change->face;
1420 } 1310 }
1421 1311
1422 for (i = 0; i < NUM_STATS; i++) 1312 for (i = 0; i < NUM_STATS; i++)
1423 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1313 change_attr_value (&(op->stats), i, change->stats.stat (i));
1424 1314
1425 op->attacktype |= change->attacktype; 1315 op->attacktype |= change->attacktype;
1426 op->path_attuned |= change->path_attuned; 1316 op->path_attuned |= change->path_attuned;
1427 op->path_repelled |= change->path_repelled; 1317 op->path_repelled |= change->path_repelled;
1428 op->path_denied |= change->path_denied; 1318 op->path_denied |= change->path_denied;
1476 * to cast. So convert that to into a spell and put it into 1366 * to cast. So convert that to into a spell and put it into
1477 * this object. 1367 * this object.
1478 */ 1368 */
1479 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1480 { 1370 {
1481 object *tmp_obj;
1482
1483 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1484 while (op->inv)
1485 op->inv->destroy (); 1372 op->destroy_inv (false);
1486 1373
1487 tmp_obj = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1488 insert_ob_in_ob (tmp_obj, op); 1375 insert_ob_in_ob (tmp, op);
1489 } 1376 }
1490 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1491 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1492 } 1379 }
1493 1380
1612 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1613 else 1500 else
1614 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1615 1502
1616 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1504 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1618 return !neg; 1505 return !neg;
1619 1506
1620 /* Set success as true, since if the match was an inverse, it means 1507 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1508 * everything is allowed except what we match
1622 */ 1509 */
1698#if 1 1585#if 1
1699 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1586 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1700#endif 1587#endif
1701 return; 1588 return;
1702 } 1589 }
1703 if (!strcmp (art->item->name, "NONE")) 1590
1591 if (art->item->name == shstr_NONE)
1704 return; 1592 return;
1593
1705 if (FABS (op->magic) < art->item->magic) 1594 if (fabs (op->magic) < art->item->magic)
1706 continue; /* Not magic enough to be this item */ 1595 continue; /* Not magic enough to be this item */
1707 1596
1708 /* Map difficulty not high enough */ 1597 /* Map difficulty not high enough */
1709 if (difficulty < art->difficulty) 1598 if (difficulty < art->difficulty)
1710 continue; 1599 continue;
1761 item->level = donor->level; 1650 item->level = donor->level;
1762 1651
1763 /* if donor has some attacktypes, the flesh is poisonous */ 1652 /* if donor has some attacktypes, the flesh is poisonous */
1764 if (donor->attacktype & AT_POISON) 1653 if (donor->attacktype & AT_POISON)
1765 item->type = POISON; 1654 item->type = POISON;
1655
1766 if (donor->attacktype & AT_ACID) 1656 if (donor->attacktype & AT_ACID)
1767 item->stats.hp = -1 * item->stats.food; 1657 item->stats.hp = -1 * item->stats.food;
1658
1768 SET_FLAG (item, FLAG_NO_STEAL); 1659 SET_FLAG (item, FLAG_NO_STEAL);
1769 } 1660 }
1770} 1661}
1771 1662
1772/* special_potion() - so that old potion code is still done right. */ 1663static void
1773int
1774special_potion (object *op)
1775{
1776 if (op->attacktype)
1777 return 1;
1778
1779 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1780 return 1;
1781
1782 for (int i = 0; i < NROFATTACKS; i++)
1783 if (op->resist[i])
1784 return 1;
1785
1786 return 0;
1787}
1788
1789void
1790free_treasurestruct (treasure *t) 1664free_treasurestruct (treasure *t)
1791{ 1665{
1792 if (t->next) free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1793 if (t->next_yes) free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1794 if (t->next_no) free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1795 1669
1796 delete t; 1670 delete t;
1797} 1671}
1798 1672
1799void 1673static void
1800free_charlinks (linked_char *lc) 1674free_charlinks (linked_char *lc)
1801{ 1675{
1802 if (lc->next) 1676 if (lc->next)
1803 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1804 1678
1805 delete lc; 1679 delete lc;
1806} 1680}
1807 1681
1808void 1682static void
1809free_artifact (artifact *at) 1683free_artifact (artifact *at)
1810{ 1684{
1811 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1812 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1813 1687
1814 at->item->destroy (1); 1688 at->item->destroy ();
1815 1689
1816 sfree (at); 1690 sfree (at);
1817} 1691}
1818 1692
1819void
1820free_artifactlist (artifactlist *al)
1821{
1822 artifactlist *nextal;
1823
1824 for (al = first_artifactlist; al; al = nextal)
1825 {
1826 nextal = al->next;
1827
1828 if (al->items)
1829 free_artifact (al->items);
1830
1831 sfree (al);
1832 }
1833}
1834
1835void
1836free_all_treasures (void)
1837{
1838 treasurelist *tl, *next;
1839
1840 for (tl = first_treasurelist; tl; tl = next)
1841 {
1842 clear (tl);
1843
1844 next = tl->next;
1845 delete tl;
1846 }
1847
1848 free_artifactlist (first_artifactlist);
1849}

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