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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.41 by root, Mon Apr 16 06:23:40 2007 UTC vs.
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25#define ALLOWED_COMBINATION
26 23
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
30 * left on 27 * left on
31 */ 28 */
32#define TREASURE_DEBUG 29#define TREASURE_DEBUG
33 30
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 32
36/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
37 34
38#include <global.h> 35#include <global.h>
39#include <treasure.h> 36#include <treasure.h>
40#include <funcpoint.h> 37#include <funcpoint.h>
41#include <loader.h> 38#include <loader.h>
56> tl_map_t; 53> tl_map_t;
57 54
58static tl_map_t tl_map; 55static tl_map_t tl_map;
59 56
60/* 57/*
61 * Initialize global archtype pointers: 58 * Searches for the given treasurelist
62 */
63void
64init_archetype_pointers ()
65{
66 int prev_warn = warn_archetypes;
67
68 warn_archetypes = 1;
69
70 if (ring_arch == NULL)
71 ring_arch = archetype::find ("ring");
72 if (amulet_arch == NULL)
73 amulet_arch = archetype::find ("amulet");
74 if (staff_arch == NULL)
75 staff_arch = archetype::find ("staff");
76 if (crown_arch == NULL)
77 crown_arch = archetype::find ("crown");
78
79 warn_archetypes = prev_warn;
80}
81
82/*
83 * Searches for the given treasurelist in the globally linked list
84 * of treasurelists which has been built by load_treasures().
85 */ 59 */
86treasurelist * 60treasurelist *
87treasurelist::find (const char *name) 61treasurelist::find (const char *name)
88{ 62{
89 if (!name) 63 if (!name)
90 return 0; 64 return 0;
91 65
92 AUTODECL (i, tl_map.find (name)); 66 auto (i, tl_map.find (name));
93 67
94 if (i == tl_map.end ()) 68 if (i == tl_map.end ())
95 return 0; 69 return 0;
96 70
97 return i->second; 71 return i->second;
127 if (tl->items) 101 if (tl->items)
128 { 102 {
129 free_treasurestruct (tl->items); 103 free_treasurestruct (tl->items);
130 tl->items = 0; 104 tl->items = 0;
131 } 105 }
106
107 tl->total_chance = 0;
132} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
133 130
134/* 131/*
135 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
136 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
137 */ 134 */
138
139static treasure * 135static treasure *
140load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
141{ 137{
142 char buf[MAX_BUF], *cp, variable[MAX_BUF];
143 treasure *t = new treasure; 138 treasure *t = new treasure;
144 int value;
145 139
146 nroftreasures++; 140 f.next ();
147 while (fgets (buf, MAX_BUF, fp) != NULL)
148 {
149 (*line)++;
150 141
151 if (*buf == '#') 142 for (;;)
152 continue; 143 {
153 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick ();
154 *cp = '\0';
155 cp = buf;
156 while (isspace (*cp)) /* Skip blanks */
157 cp++;
158 145
159 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
160 {
161 if ((t->item = archetype::find (variable)) == NULL)
162 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
163 } 147 {
164 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
165 t->name = variable; 149 t->item = archetype::get (f.get_str ());
166 else if (sscanf (cp, "change_name %s", variable)) 150 break;
167 t->change_arch.name = variable; 151
168 else if (sscanf (cp, "change_title %s", variable)) 152 case KW_list: f.get (t->name); break;
169 t->change_arch.title = variable; 153 case KW_change_name: f.get (t->change_arch.name); break;
170 else if (sscanf (cp, "change_slaying %s", variable)) 154 case KW_change_title: f.get (t->change_arch.title); break;
171 t->change_arch.slaying = variable; 155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
172 else if (sscanf (cp, "chance %d", &value)) 156 case KW_chance: f.get (t->chance); break;
173 t->chance = (uint8) value; 157 case KW_nrof: f.get (t->nrof); break;
174 else if (sscanf (cp, "nrof %d", &value)) 158 case KW_magic: f.get (t->magic); break;
175 t->nrof = (uint16) value; 159
176 else if (sscanf (cp, "magic %d", &value)) 160 case KW_yes: t->next_yes = read_treasure (f); continue;
177 t->magic = (uint8) value; 161 case KW_no: t->next_no = read_treasure (f); continue;
178 else if (!strcmp (cp, "yes")) 162
179 t->next_yes = load_treasure (fp, line); 163 case KW_end:
180 else if (!strcmp (cp, "no")) 164 f.next ();
181 t->next_no = load_treasure (fp, line);
182 else if (!strcmp (cp, "end"))
183 return t;
184 else if (!strcmp (cp, "more"))
185 {
186 t->next = load_treasure (fp, line);
187 return t; 165 return t;
188 }
189 else
190 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
191 }
192 LOG (llevError, "treasure lacks 'end'.\n");
193 return t;
194}
195 166
196#ifdef TREASURE_DEBUG 167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
197 170
198/* recursived checks the linked list. Treasurelist is passed only 171 default:
199 * so that the treasure name can be printed out 172 if (!f.parse_error ("treasurelist", t->name))
200 */ 173 return 0;
201static void
202check_treasurelist (const treasure *t, const treasurelist * tl)
203{
204 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
205 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
206 174
207 if (t->next) 175 return t;
208 check_treasurelist (t->next, tl); 176 }
209 177
210 if (t->next_yes) 178 f.next ();
211 check_treasurelist (t->next_yes, tl); 179 }
212
213 if (t->next_no)
214 check_treasurelist (t->next_no, tl);
215} 180}
216#endif
217 181
218/* 182/*
219 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
220 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
221 */ 184 */
222 185treasurelist *
223void 186treasurelist::read (object_thawer &f)
224load_treasures (void)
225{ 187{
226 FILE *fp; 188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
227 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
228 treasure *t;
229 int comp, line = 0;
230 189
231 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 190 bool one = f.kw == KW_treasureone;
232 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 191 treasurelist *tl = treasurelist::get (f.get_str ());
233 { 192 clear (tl);
234 LOG (llevError, "Can't open treasure file.\n"); 193 tl->items = read_treasure (f);
194 if (!tl->items)
235 return; 195 return 0;
236 }
237 while (fgets (buf, MAX_BUF, fp) != NULL)
238 {
239 line++;
240 if (*buf == '#' || *buf == '\n')
241 ; // ignore
242 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
243 {
244 treasurelist *tl = treasurelist::get (name);
245 196
246 clear (tl);
247 tl->items = load_treasure (fp, &line);
248
249 /* This is a one of the many items on the list should be generated. 197 /* This is a one of the many items on the list should be generated.
250 * Add up the chance total, and check to make sure the yes & no 198 * Add up the chance total, and check to make sure the yes & no
251 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
252 */ 200 */
253 if (!strncmp (buf, "treasureone", 11)) 201 if (one)
202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
254 { 206 {
255 for (t = tl->items; t; t = t->next)
256 {
257#ifdef TREASURE_DEBUG
258 if (t->next_yes || t->next_no)
259 {
260 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
261 LOG (llevError, " the next_yes or next_no field is set\n"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
262 }
263#endif
264 tl->total_chance += t->chance;
265 }
266 } 209 }
267 }
268 else
269 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
270 }
271 210
272 close_and_delete (fp, comp); 211 tl->total_chance += t->chance;
212 }
213 }
273 214
274#ifdef TREASURE_DEBUG 215 return tl;
275 /* Perform some checks on how valid the treasure data actually is.
276 * verify that list transitions work (ie, the list that it is supposed
277 * to transition to exists). Also, verify that at least the name
278 * or archetype is set for each treasure element.
279 */
280 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
281 check_treasurelist (tl->items, tl);
282#endif
283} 216}
284 217
285/* 218/*
286 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
287 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
294 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
295 */ 228 */
296static void 229static void
297put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
298{ 231{
299 object *tmp; 232 if (flags & GT_ENVIRONMENT)
300 233 {
301 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* Bit of a hack - spells should never be put onto the map. The entire
302 * treasure stuff is a problem - there is no clear idea of knowing 235 * treasure stuff is a problem - there is no clear idea of knowing
303 * this is the original object, or if this is an object that should be created 236 * this is the original object, or if this is an object that should be created
304 * by another object. 237 * by another object.
305 */ 238 */
306 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
307 { 240 if (op->type == SPELL)
241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
310 } 255 }
311 else 256 else
312 { 257 {
313 op = creator->insert (op); 258 op = creator->insert (op);
314 259
315 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
316 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
317 262
318 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
319 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
320 } 266 }
321} 267}
322 268
323/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
324 * in the generated object 270 * in the generated object
346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
347 { 293 {
348 if (t->name) 294 if (t->name)
349 { 295 {
350 if (difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
352 } 301 }
353 else 302 else
354 { 303 {
355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
356 { 305 {
357 object *tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
358 307
359 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = rndm (t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
407 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
408 } 357 }
409 else if (t->nrof) 358 else if (t->nrof)
410 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
411 } 360 }
412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 362 {
414 if (object *tmp = arch_to_object (t->item)) 363 if (object *tmp = arch_to_object (t->item))
415 { 364 {
416 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = rndm (t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 369 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
422 } 371 }
423 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
424} 379}
425 380
426/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
428 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
441 { 396 {
442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
443 return; 398 return;
444 } 399 }
445 400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
446 if (tl->total_chance) 410 if (tl->total_chance)
447 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
448 else 412 else
449 create_all_treasures (tl->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
450} 414}
457object * 421object *
458generate_treasure (treasurelist *tl, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
459{ 423{
460 difficulty = clamp (difficulty, 1, settings.max_level); 424 difficulty = clamp (difficulty, 1, settings.max_level);
461 425
462 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
463 427
464 create_treasure (tl, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
465 429
466 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
467 tmp = ob->inv; 431 object *tmp = ob->inv;
468 if (tmp != NULL) 432 if (tmp)
469 tmp->remove (); 433 tmp->remove ();
470 434
471 if (ob->inv) 435 if (ob->inv)
472 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
473 437
481 * The array has two arguments, the difficulty of the level, and the 445 * The array has two arguments, the difficulty of the level, and the
482 * magical bonus "wanted". 446 * magical bonus "wanted".
483 */ 447 */
484 448
485static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
486
487/*chance of magic difficulty*/ 450// chance of magic difficulty
488
489/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
490 {95, 2, 2, 1, 0}, /*1 */ 452 {95, 2, 2, 1, 0}, // 1
491 {92, 5, 2, 1, 0}, /*2 */ 453 {92, 5, 2, 1, 0}, // 2
492 {85, 10, 4, 1, 0}, /*3 */ 454 {85, 10, 4, 1, 0}, // 3
493 {80, 14, 4, 2, 0}, /*4 */ 455 {80, 14, 4, 2, 0}, // 4
494 {75, 17, 5, 2, 1}, /*5 */ 456 {75, 17, 5, 2, 1}, // 5
495 {70, 18, 8, 3, 1}, /*6 */ 457 {70, 18, 8, 3, 1}, // 6
496 {65, 21, 10, 3, 1}, /*7 */ 458 {65, 21, 10, 3, 1}, // 7
497 {60, 22, 12, 4, 2}, /*8 */ 459 {60, 22, 12, 4, 2}, // 8
498 {55, 25, 14, 4, 2}, /*9 */ 460 {55, 25, 14, 4, 2}, // 9
499 {50, 27, 16, 5, 2}, /*10 */ 461 {50, 27, 16, 5, 2}, // 10
500 {45, 28, 18, 6, 3}, /*11 */ 462 {45, 28, 18, 6, 3}, // 11
501 {42, 28, 20, 7, 3}, /*12 */ 463 {42, 28, 20, 7, 3}, // 12
502 {40, 27, 21, 8, 4}, /*13 */ 464 {40, 27, 21, 8, 4}, // 13
503 {38, 25, 22, 10, 5}, /*14 */ 465 {38, 25, 22, 10, 5}, // 14
504 {36, 23, 23, 12, 6}, /*15 */ 466 {36, 23, 23, 12, 6}, // 15
505 {33, 21, 24, 14, 8}, /*16 */ 467 {33, 21, 24, 14, 8}, // 16
506 {31, 19, 25, 16, 9}, /*17 */ 468 {31, 19, 25, 16, 9}, // 17
507 {27, 15, 30, 18, 10}, /*18 */ 469 {27, 15, 30, 18, 10}, // 18
508 {20, 12, 30, 25, 13}, /*19 */ 470 {20, 12, 30, 25, 13}, // 19
509 {15, 10, 28, 30, 17}, /*20 */ 471 {15, 10, 28, 30, 17}, // 20
510 {13, 9, 27, 28, 23}, /*21 */ 472 {13, 9, 27, 28, 23}, // 21
511 {10, 8, 25, 28, 29}, /*22 */ 473 {10, 8, 25, 28, 29}, // 22
512 {8, 7, 23, 26, 36}, /*23 */ 474 { 8, 7, 23, 26, 36}, // 23
513 {6, 6, 20, 22, 46}, /*24 */ 475 { 6, 6, 20, 22, 46}, // 24
514 {4, 5, 17, 18, 56}, /*25 */ 476 { 4, 5, 17, 18, 56}, // 25
515 {2, 4, 12, 14, 68}, /*26 */ 477 { 2, 4, 12, 14, 68}, // 26
516 {0, 3, 7, 10, 80}, /*27 */ 478 { 0, 3, 7, 10, 80}, // 27
517 {0, 0, 3, 7, 90}, /*28 */ 479 { 0, 0, 3, 7, 90}, // 28
518 {0, 0, 0, 3, 97}, /*29 */ 480 { 0, 0, 0, 3, 97}, // 29
519 {0, 0, 0, 0, 100}, /*30 */ 481 { 0, 0, 0, 0, 100}, // 30
520 {0, 0, 0, 0, 100}, /*31 */ 482 { 0, 0, 0, 0, 100}, // 31
521}; 483};
522
523 484
524/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
525 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
526 * 487 *
527 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
528 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
529 */ 490 */
530
531int 491int
532level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
533{ 493{
534 int olevel = 0;
535
536 if (!op->inv) 494 if (!op->inv)
537 { 495 {
538 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
539 return 0; 497 return 0;
540 } 498 }
541 499
542 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
543 501
544 if (olevel <= 0) 502 if (olevel <= 0)
545 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
546 504
547 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
548 olevel = MAXLEVEL;
549
550 return olevel;
551} 506}
552 507
553/* 508/*
554 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
555 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
611 566
612 op->magic = magic; 567 op->magic = magic;
613 if (op->arch) 568 if (op->arch)
614 { 569 {
615 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
616 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
617 572
618 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
619 magic = (-magic); 574 magic = (-magic);
620 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
621 } 576 }
622 else 577 else
623 { 578 {
624 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
625 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
687 case 2: 642 case 2:
688 case 3: 643 case 3:
689 case 4: 644 case 4:
690 case 5: 645 case 5:
691 case 6: 646 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
693 break; 648 break;
694 649
695 case 7: 650 case 7:
696 op->stats.dam += bonus; 651 op->stats.dam += bonus;
697 break; 652 break;
845 save_item_power = op->item_power; 800 save_item_power = op->item_power;
846 op->item_power = 0; 801 op->item_power = 0;
847 802
848 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
849 { 804 {
850 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
851 if (!op->inv)
852 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
853
854 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
855 op->randomitems = NULL; 807 op->randomitems = 0;
856 } 808 }
857 809
858 if (difficulty < 1) 810 if (difficulty < 1)
859 difficulty = 1; 811 difficulty = 1;
860 812
1176 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1177 */ 1129 */
1178static artifactlist * 1130static artifactlist *
1179get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1180{ 1132{
1181 return salloc0 <artifactlist> (); 1133 return salloc0<artifactlist> ();
1182} 1134}
1183 1135
1184/* 1136/*
1185 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1186 */ 1138 */
1187static artifact * 1139static artifact *
1188get_empty_artifact (void) 1140get_empty_artifact (void)
1189{ 1141{
1190 return salloc0 <artifact> (); 1142 return salloc0<artifact> ();
1191} 1143}
1192 1144
1193/* 1145/*
1194 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1195 * of objects on it. 1147 * of objects on it.
1200 for (artifactlist *al = first_artifactlist; al; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1201 if (al->type == type) 1153 if (al->type == type)
1202 return al; 1154 return al;
1203 1155
1204 return 0; 1156 return 0;
1205}
1206
1207/*
1208 * For debugging purposes. Dumps all tables.
1209 */
1210void
1211dump_artifacts (void)
1212{
1213 artifactlist *al;
1214 artifact *art;
1215 linked_char *next;
1216
1217 fprintf (logfile, "\n");
1218 for (al = first_artifactlist; al != NULL; al = al->next)
1219 {
1220 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1221 for (art = al->items; art != NULL; art = art->next)
1222 {
1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1224 if (art->allowed != NULL)
1225 {
1226 fprintf (logfile, "\tallowed combinations:");
1227 for (next = art->allowed; next != NULL; next = next->next)
1228 fprintf (logfile, "%s,", &next->name);
1229 fprintf (logfile, "\n");
1230 }
1231 }
1232 }
1233 fprintf (logfile, "\n");
1234}
1235
1236/*
1237 * For debugging purposes. Dumps all treasures recursively (see below).
1238 */
1239void
1240dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1241{
1242 treasurelist *tl;
1243 int i;
1244
1245 if (depth > 100)
1246 return;
1247
1248 while (t)
1249 {
1250 if (t->name)
1251 {
1252 for (i = 0; i < depth; i++)
1253 fprintf (logfile, " ");
1254
1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1257 tl = treasurelist::find (t->name);
1258 if (tl)
1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1261 for (i = 0; i < depth; i++)
1262 fprintf (logfile, " ");
1263
1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1265 }
1266 else
1267 {
1268 for (i = 0; i < depth; i++)
1269 fprintf (logfile, " ");
1270
1271 if (t->item && t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 }
1276
1277 if (t->next_yes)
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281
1282 fprintf (logfile, " (if yes)\n");
1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1284 }
1285
1286 if (t->next_no)
1287 {
1288 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " ");
1290
1291 fprintf (logfile, " (if no)\n");
1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1293 }
1294
1295 t = t->next;
1296 }
1297}
1298
1299/*
1300 * For debugging purposes. Dumps all treasures for a given monster.
1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1302 */
1303void
1304dump_monster_treasure (const char *name)
1305{
1306 archetype *at;
1307 int found;
1308
1309 found = 0;
1310 fprintf (logfile, "\n");
1311
1312 for (at = first_archetype; at != NULL; at = at->next)
1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1314 {
1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1316 if (at->clone.randomitems != NULL)
1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1318 else
1319 fprintf (logfile, "(nothing)\n");
1320
1321 fprintf (logfile, "\n");
1322 found++;
1323 }
1324
1325 if (found == 0)
1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1327} 1157}
1328 1158
1329/* 1159/*
1330 * Builds up the lists of artifacts from the file in the libdir. 1160 * Builds up the lists of artifacts from the file in the libdir.
1331 */ 1161 */
1346 object_thawer f (filename); 1176 object_thawer f (filename);
1347 1177
1348 if (!f) 1178 if (!f)
1349 return; 1179 return;
1350 1180
1351 f.next ();
1352
1353 for (;;) 1181 for (;;)
1354 { 1182 {
1355 switch (f.kw) 1183 switch (f.kw)
1356 { 1184 {
1357 case KW_allowed: 1185 case KW_allowed:
1358 if (!art) 1186 if (!art)
1359 {
1360 art = get_empty_artifact (); 1187 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363 1188
1364 { 1189 {
1365 if (!strcmp (f.get_str (), "all")) 1190 if (!strcmp (f.get_str (), "all"))
1366 break; 1191 break;
1367 1192
1368 char *next, *cp = f.get_str (); 1193 char *next, *cp = f.get_str ();
1369 1194
1370 do 1195 do
1371 { 1196 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ','))) 1197 if ((next = strchr (cp, ',')))
1375 *next++ = '\0'; 1198 *next++ = '\0';
1376 1199
1377 linked_char *tmp = new linked_char; 1200 linked_char *tmp = new linked_char;
1378 1201
1393 break; 1216 break;
1394 1217
1395 case KW_object: 1218 case KW_object:
1396 { 1219 {
1397 art->item = object::create (); 1220 art->item = object::create ();
1221 f.get (art->item->name);
1222 f.next ();
1398 1223
1399 if (!art->item->parse_kv (f)) 1224 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1225 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401 1226
1402 al = find_artifactlist (art->item->type); 1227 al = find_artifactlist (art->item->type);
1428 } 1253 }
1429 1254
1430done: 1255done:
1431 for (al = first_artifactlist; al; al = al->next) 1256 for (al = first_artifactlist; al; al = al->next)
1432 { 1257 {
1258 al->total_chance = 0;
1259
1433 for (art = al->items; art; art = art->next) 1260 for (art = al->items; art; art = art->next)
1434 { 1261 {
1435 if (!art->chance) 1262 if (!art->chance)
1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1263 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1437 else 1264 else
1443 } 1270 }
1444 1271
1445 LOG (llevDebug, "done.\n"); 1272 LOG (llevDebug, "done.\n");
1446} 1273}
1447 1274
1448
1449/* 1275/*
1450 * Used in artifact generation. The bonuses of the first object 1276 * Used in artifact generation. The bonuses of the first object
1451 * is modified by the bonuses of the second object. 1277 * is modified by the bonuses of the second object.
1452 */ 1278 */
1453
1454void 1279void
1455add_abilities (object *op, object *change) 1280add_abilities (object *op, object *change)
1456{ 1281{
1457 int i, tmp; 1282 int i, tmp;
1458 1283
1459 if (change->face != blank_face) 1284 if (change->face != blank_face)
1460 { 1285 {
1461#ifdef TREASURE_VERBOSE 1286#ifdef TREASURE_VERBOSE
1462 LOG (llevDebug, "FACE: %d\n", change->face->number); 1287 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1463#endif 1288#endif
1464 op->face = change->face; 1289 op->face = change->face;
1465 } 1290 }
1466 1291
1467 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1468 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1293 change_attr_value (&(op->stats), i, change->stats.stat (i));
1469 1294
1470 op->attacktype |= change->attacktype; 1295 op->attacktype |= change->attacktype;
1471 op->path_attuned |= change->path_attuned; 1296 op->path_attuned |= change->path_attuned;
1472 op->path_repelled |= change->path_repelled; 1297 op->path_repelled |= change->path_repelled;
1473 op->path_denied |= change->path_denied; 1298 op->path_denied |= change->path_denied;
1637 if (change->msg) 1462 if (change->msg)
1638 op->msg = change->msg; 1463 op->msg = change->msg;
1639} 1464}
1640 1465
1641static int 1466static int
1642legal_artifact_combination (object *op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1643{ 1468{
1644 int neg, success = 0; 1469 int neg, success = 0;
1645 linked_char *tmp; 1470 linked_char *tmp;
1646 const char *name; 1471 const char *name;
1647 1472
1648 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1649 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1650 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1651 { 1477 {
1652#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1653 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1654#endif 1480#endif
1655 if (*tmp->name == '!') 1481 if (*tmp->name == '!')
1656 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1657 else 1483 else
1658 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1659 1485
1660 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1661 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)))
1662 return !neg; 1488 return !neg;
1663 1489
1664 /* 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
1665 * everything is allowed except what we match 1491 * everything is allowed except what we match
1666 */ 1492 */
1667 else if (neg) 1493 else if (neg)
1668 success = 1; 1494 success = 1;
1669 } 1495 }
1496
1670 return success; 1497 return success;
1671} 1498}
1672 1499
1673/* 1500/*
1674 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles
1753 continue; 1580 continue;
1754 1581
1755 if (!legal_artifact_combination (op, art)) 1582 if (!legal_artifact_combination (op, art))
1756 { 1583 {
1757#ifdef TREASURE_VERBOSE 1584#ifdef TREASURE_VERBOSE
1758 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1585 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1759#endif 1586#endif
1760 continue; 1587 continue;
1761 } 1588 }
1589
1762 give_artifact_abilities (op, art->item); 1590 give_artifact_abilities (op, art->item);
1763 return; 1591 return;
1764 } 1592 }
1765} 1593}
1766 1594
1810 SET_FLAG (item, FLAG_NO_STEAL); 1638 SET_FLAG (item, FLAG_NO_STEAL);
1811 } 1639 }
1812} 1640}
1813 1641
1814/* special_potion() - so that old potion code is still done right. */ 1642/* special_potion() - so that old potion code is still done right. */
1815
1816int 1643int
1817special_potion (object *op) 1644special_potion (object *op)
1818{ 1645{
1819 if (op->attacktype) 1646 if (op->attacktype)
1820 return 1; 1647 return 1;

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