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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.42 by root, Mon Apr 16 10:14:25 2007 UTC vs.
Revision 1.87 by sf-marcmagus, Thu Oct 15 16:00:37 2009 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 (©) 2005,2006,2007,2008 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/*
59 * Initialize global archtype pointers: 57 * Searches for the given treasurelist
60 */
61void
62init_archetype_pointers ()
63{
64 int prev_warn = warn_archetypes;
65
66 warn_archetypes = 1;
67
68 if (ring_arch == NULL)
69 ring_arch = archetype::find ("ring");
70 if (amulet_arch == NULL)
71 amulet_arch = archetype::find ("amulet");
72 if (staff_arch == NULL)
73 staff_arch = archetype::find ("staff");
74 if (crown_arch == NULL)
75 crown_arch = archetype::find ("crown");
76
77 warn_archetypes = prev_warn;
78}
79
80/*
81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
83 */ 58 */
84treasurelist * 59treasurelist *
85treasurelist::find (const char *name) 60treasurelist::find (const char *name)
86{ 61{
87 if (!name) 62 if (!name)
88 return 0; 63 return 0;
89 64
90 AUTODECL (i, tl_map.find (name)); 65 auto (i, tl_map.find (name));
91 66
92 if (i == tl_map.end ()) 67 if (i == tl_map.end ())
93 return 0; 68 return 0;
94 69
95 return i->second; 70 return i->second;
125 if (tl->items) 100 if (tl->items)
126 { 101 {
127 free_treasurestruct (tl->items); 102 free_treasurestruct (tl->items);
128 tl->items = 0; 103 tl->items = 0;
129 } 104 }
105
106 tl->total_chance = 0;
130} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
131 129
132/* 130/*
133 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
134 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
135 */ 133 */
136static treasure * 134static treasure *
137load_treasure (object_thawer &f) 135read_treasure (object_thawer &f)
138{ 136{
139 treasure *t = new treasure; 137 treasure *t = new treasure;
140 int value;
141 138
142 nroftreasures++; 139 f.next ();
143 140
144 for (;;) 141 for (;;)
145 { 142 {
146 coroapi::cede_every (10); 143 coroapi::cede_to_tick ();
147
148 f.next ();
149 144
150 switch (f.kw) 145 switch (f.kw)
151 { 146 {
152 case KW_arch: 147 case KW_arch:
153 if (!(t->item = archetype::find (f.get_str ()))) 148 t->item = archetype::find (f.get_str ());
154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 149
150 if (!t->item)
151 {
152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
155 break; 156 break;
156 157
157 case KW_list: f.get (t->name); break; 158 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break; 159 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break; 160 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break; 161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break; 162 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break; 163 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break; 164 case KW_magic: f.get (t->magic); break;
164 165
165 case KW_yes: t->next_yes = load_treasure (f); break; 166 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = load_treasure (f); break; 167 case KW_no: t->next_no = read_treasure (f); continue;
167 168
168 case KW_end: 169 case KW_end:
170 f.next ();
169 return t; 171 return t;
170 172
171 case KW_more: 173 case KW_more:
172 t->next = load_treasure (f); 174 t->next = read_treasure (f);
173 return t; 175 return t;
174 176
175 default: 177 default:
176 if (!f.parse_error ("treasure list")) 178 if (!f.parse_error ("treasurelist", t->name))
177 return t; // error 179 goto error;
178 180
179 return t; 181 return t;
180 } 182 }
181 }
182}
183 183
184#ifdef TREASURE_DEBUG 184 f.next ();
185/* recursived checks the linked list. Treasurelist is passed only 185 }
186 * so that the treasure name can be printed out
187 */
188static void
189check_treasurelist (const treasure *t, const treasurelist * tl)
190{
191 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
192 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
193 186
194 if (t->next) 187 // not reached
195 check_treasurelist (t->next, tl);
196 188
197 if (t->next_yes) 189error:
198 check_treasurelist (t->next_yes, tl); 190 delete t;
199 191 return 0;
200 if (t->next_no)
201 check_treasurelist (t->next_no, tl);
202} 192}
203#endif
204 193
205/* 194/*
206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
207 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
208 */ 196 */
209bool 197treasurelist *
210load_treasures () 198treasurelist::read (object_thawer &f)
211{ 199{
212 treasure *t; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
213 int comp, line = 0;
214 201
215 char filename[MAX_BUF]; 202 bool one = f.kw == KW_treasureone;
216 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 203 treasurelist *tl = treasurelist::get (f.get_str ());
217 204 clear (tl);
218 object_thawer f (filename); 205 tl->items = read_treasure (f);
219 206 if (!tl->items)
220 if (!f)
221 {
222 LOG (llevError, "Can't open treasure file.\n");
223 return false; 207 return 0;
208
209 /* This is a one of the many items on the list should be generated.
210 * Add up the chance total, and check to make sure the yes & no
211 * fields of the treasures are not being used.
212 */
213 if (one)
224 } 214 {
225 215 for (treasure *t = tl->items; t; t = t->next)
226 f.next ();
227
228 for (;;)
229 {
230 switch (f.kw)
231 { 216 {
232 case KW_treasure: 217 if (t->next_yes || t->next_no)
233 case KW_treasureone:
234 { 218 {
235 bool one = f.kw == KW_treasureone;
236 treasurelist *tl = treasurelist::get (f.get_str ());
237
238 clear (tl);
239 tl->items = load_treasure (f);
240
241 if (!tl->items)
242 return false;
243
244 /* This is a one of the many items on the list should be generated.
245 * Add up the chance total, and check to make sure the yes & no
246 * fields of the treasures are not being used.
247 */
248 if (one)
249 {
250 for (t = tl->items; t; t = t->next)
251 {
252#ifdef TREASURE_DEBUG
253 if (t->next_yes || t->next_no)
254 {
255 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);
256 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");
257 }
258#endif
259 tl->total_chance += t->chance;
260 }
261 }
262 } 221 }
263 break;
264 222
265 case KW_EOF: 223 tl->total_chance += t->chance;
266#ifdef TREASURE_DEBUG
267 /* Perform some checks on how valid the treasure data actually is.
268 * verify that list transitions work (ie, the list that it is supposed
269 * to transition to exists). Also, verify that at least the name
270 * or archetype is set for each treasure element.
271 */
272 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
273 check_treasurelist (tl->items, tl);
274#endif
275 return true;
276
277 default:
278 if (!f.parse_error ("treasure lists"))
279 return false;
280
281 break;
282 } 224 }
283
284 f.next ();
285 } 225 }
226
227 return tl;
286} 228}
287 229
288/* 230/*
289 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
290 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
297 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
298 */ 240 */
299static void 241static void
300put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
301{ 243{
302 object *tmp; 244 if (flags & GT_ENVIRONMENT)
303 245 {
304 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
305 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
306 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
307 * by another object. 249 * by another object.
308 */ 250 */
309 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
310 { 252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
311 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
312 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);
266 }
313 } 267 }
314 else 268 else
315 { 269 {
316 op = creator->insert (op); 270 op = creator->insert (op);
317 271
318 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
319 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
320
321 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
322 esrv_send_item (tmp, op);
323 } 274 }
324} 275}
325 276
326/* 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
327 * in the generated object 278 * in the generated object
349 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 300 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
350 { 301 {
351 if (t->name) 302 if (t->name)
352 { 303 {
353 if (difficulty >= t->magic) 304 if (difficulty >= t->magic)
305 if (treasurelist *tl = treasurelist::find (t->name))
354 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries); 306 create_treasure (tl, op, flag, difficulty, tries);
307 else
308 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
355 } 309 }
356 else 310 else
357 { 311 {
358 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 312 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
359 { 313 {
360 object *tmp = arch_to_object (t->item); 314 object *tmp = arch_to_object (t->item);
361 315
362 if (t->nrof && tmp->nrof <= 1) 316 if (t->nrof && tmp->nrof <= 1)
363 tmp->nrof = rndm (t->nrof) + 1; 317 tmp->nrof = rndm (t->nrof) + 1;
410 create_treasure (tl, op, flag, difficulty, tries); 364 create_treasure (tl, op, flag, difficulty, tries);
411 } 365 }
412 else if (t->nrof) 366 else if (t->nrof)
413 create_one_treasure (tl, op, flag, difficulty, tries); 367 create_one_treasure (tl, op, flag, difficulty, tries);
414 } 368 }
415 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 369 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
416 { 370 {
417 if (object *tmp = arch_to_object (t->item)) 371 if (object *tmp = arch_to_object (t->item))
418 { 372 {
419 if (t->nrof && tmp->nrof <= 1) 373 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1; 374 tmp->nrof = rndm (t->nrof) + 1;
422 fix_generated_item (tmp, op, difficulty, t->magic, flag); 376 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp); 377 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag); 378 put_treasure (tmp, op, flag);
425 } 379 }
426 } 380 }
381}
382
383void
384object::create_treasure (treasurelist *tl, int flags)
385{
386 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
427} 387}
428 388
429/* This calls the appropriate treasure creation function. tries is passed 389/* This calls the appropriate treasure creation function. tries is passed
430 * to determine how many list transitions or attempts to create treasure 390 * to determine how many list transitions or attempts to create treasure
431 * 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
444 { 404 {
445 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 405 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
446 return; 406 return;
447 } 407 }
448 408
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
449 if (tl->total_chance) 418 if (tl->total_chance)
450 create_one_treasure (tl, op, flag, difficulty, tries); 419 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 420 else
452 create_all_treasures (tl->items, op, flag, difficulty, tries); 421 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 422}
460object * 429object *
461generate_treasure (treasurelist *tl, int difficulty) 430generate_treasure (treasurelist *tl, int difficulty)
462{ 431{
463 difficulty = clamp (difficulty, 1, settings.max_level); 432 difficulty = clamp (difficulty, 1, settings.max_level);
464 433
465 object *ob = object::create (), *tmp; 434 object *ob = object::create ();
466 435
467 create_treasure (tl, ob, 0, difficulty, 0); 436 create_treasure (tl, ob, 0, difficulty, 0);
468 437
469 /* Don't want to free the object we are about to return */ 438 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 439 object *tmp = ob->inv;
471 if (tmp != NULL) 440 if (tmp)
472 tmp->remove (); 441 tmp->remove ();
473 442
474 if (ob->inv) 443 if (ob->inv)
475 LOG (llevError, "In generate treasure, created multiple objects.\n"); 444 LOG (llevError, "In generate treasure, created multiple objects.\n");
476 445
477 ob->destroy (); 446 ob->destroy ();
447
478 return tmp; 448 return tmp;
479} 449}
480 450
481/* 451/*
482 * 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
484 * The array has two arguments, the difficulty of the level, and the 454 * The array has two arguments, the difficulty of the level, and the
485 * magical bonus "wanted". 455 * magical bonus "wanted".
486 */ 456 */
487 457
488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 458static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
489
490// chance of magic difficulty 459// chance of magic difficulty
491// +0 +1 +2 +3 +4 460// +0 +1 +2 +3 +4
492 {95, 2, 2, 1, 0}, // 1 461 {95, 2, 2, 1, 0}, // 1
493 {92, 5, 2, 1, 0}, // 2 462 {92, 5, 2, 1, 0}, // 2
494 {85, 10, 4, 1, 0}, // 3 463 {85, 10, 4, 1, 0}, // 3
520 { 0, 0, 0, 3, 97}, // 29 489 { 0, 0, 0, 3, 97}, // 29
521 { 0, 0, 0, 0, 100}, // 30 490 { 0, 0, 0, 0, 100}, // 30
522 { 0, 0, 0, 0, 100}, // 31 491 { 0, 0, 0, 0, 100}, // 31
523}; 492};
524 493
525
526/* calculate the appropriate level for wands staves and scrolls. 494/* calculate the appropriate level for wands staves and scrolls.
527 * This code presumes that op has had its spell object created (in op->inv) 495 * This code presumes that op has had its spell object created (in op->inv)
528 * 496 *
529 * elmex Wed Aug 9 17:44:59 CEST 2006: 497 * elmex Wed Aug 9 17:44:59 CEST 2006:
530 * 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.
531 */ 499 */
532
533int 500int
534level_for_item (const object *op, int difficulty) 501level_for_item (const object *op, int difficulty)
535{ 502{
536 int olevel = 0;
537
538 if (!op->inv) 503 if (!op->inv)
539 { 504 {
540 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);
541 return 0; 506 return 0;
542 } 507 }
543 508
544 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 509 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
545 510
546 if (olevel <= 0) 511 if (olevel <= 0)
547 olevel = rndm (1, MIN (op->inv->level, 1)); 512 olevel = rndm (1, op->inv->level);
548 513
549 if (olevel > MAXLEVEL) 514 return min (olevel, MAXLEVEL);
550 olevel = MAXLEVEL;
551
552 return olevel;
553} 515}
554 516
555/* 517/*
556 * Based upon the specified difficulty and upon the difftomagic_list array, 518 * Based upon the specified difficulty and upon the difftomagic_list array,
557 * a random magical bonus is returned. This is used when determine 519 * a random magical bonus is returned. This is used when determine
613 575
614 op->magic = magic; 576 op->magic = magic;
615 if (op->arch) 577 if (op->arch)
616 { 578 {
617 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
619 581
620 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 */
621 magic = (-magic); 583 magic = (-magic);
584
622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 585 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
623 } 586 }
624 else 587 else
625 { 588 {
626 if (op->type == ARMOUR) 589 if (op->type == ARMOUR)
627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 590 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
591
628 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 */
629 magic = (-magic); 593 magic = (-magic);
594
630 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
631 } 596 }
632} 597}
633 598
634/* 599/*
689 case 2: 654 case 2:
690 case 3: 655 case 3:
691 case 4: 656 case 4:
692 case 5: 657 case 5:
693 case 6: 658 case 6:
694 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
695 break; 660 break;
696 661
697 case 7: 662 case 7:
698 op->stats.dam += bonus; 663 op->stats.dam += bonus;
699 break; 664 break;
847 save_item_power = op->item_power; 812 save_item_power = op->item_power;
848 op->item_power = 0; 813 op->item_power = 0;
849 814
850 if (op->randomitems && op->type != SPELL) 815 if (op->randomitems && op->type != SPELL)
851 { 816 {
852 create_treasure (op->randomitems, op, flags, difficulty, 0); 817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
853 if (!op->inv)
854 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
855
856 /* So the treasure doesn't get created again */ 818 /* So the treasure doesn't get created again */
857 op->randomitems = 0; 819 op->randomitems = 0;
858 } 820 }
859 821
860 if (difficulty < 1) 822 if (difficulty < 1)
866 ARG_INT (flags))) 828 ARG_INT (flags)))
867 return; 829 return;
868 830
869 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
870 { 832 {
871 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
872 { 834 {
873 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
874 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
875 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
876 } 838 }
881 843
882 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
883 845
884 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
885 || op->type == HORN 847 || op->type == HORN
886 || 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 */
887 * used for shop_floors or treasures */
888 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
889 } 850 }
890 851
891 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
892 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
934 { 895 {
935 if (op->type == POTION) 896 if (op->type == POTION)
936 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
937 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
938 { 899 {
939 object *tmp;
940
941 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
942 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
943 op->stats.sp = 0; 902 op->stats.sp = 0;
944 } 903 }
945 } 904 }
946 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
1004 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
1005 break; 964 break;
1006 } 965 }
1007 966
1008 case AMULET: 967 case AMULET:
1009 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
1010 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
1011 970
1012 case RING: 971 case RING:
1013 if (op->arch == NULL)
1014 {
1015 op->destroy ();
1016 op = 0;
1017 break;
1018 }
1019
1020 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! */
1021 break; 973 break;
1022 974
1023 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 975 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1024 SET_FLAG (op, FLAG_CURSED); 976 SET_FLAG (op, FLAG_CURSED);
1025 977
1045 op->value *= 5; 997 op->value *= 5;
1046 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
1047 } 999 }
1048 } 1000 }
1049 1001
1050 if (GET_ANIM_ID (op)) 1002 if (op->animation_id)
1051 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1003 op->set_anim_frame (rndm (op->anim_frames ()));
1052 1004
1053 break; 1005 break;
1054 1006
1055 case BOOK: 1007 case BOOK:
1056 /* Is it an empty book?, if yes lets make a special· 1008 /* Is it an empty book?, if yes lets make a special·
1071 op->level = rndm (creator->level); 1023 op->level = rndm (creator->level);
1072 1024
1073 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);
1074 /* books w/ info are worth more! */ 1026 /* books w/ info are worth more! */
1075 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));
1076 /* creator related stuff */
1077
1078 /* for library, chained books. Note that some monsters have no_pick
1079 * set - we don't want to set no pick in that case.
1080 */
1081 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1082 SET_FLAG (op, FLAG_NO_PICK);
1083 if (creator->slaying && !op->slaying) /* for check_inv floors */
1084 op->slaying = creator->slaying;
1085 1028
1086 /* add exp so reading it gives xp (once) */ 1029 /* add exp so reading it gives xp (once) */
1087 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;
1088 } 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;
1089 break; 1042 break;
1090 1043
1091 case SPELLBOOK: 1044 case SPELLBOOK:
1092 op->value = op->value * op->inv->value; 1045 op->value = op->value * op->inv->value;
1093 /* add exp so learning gives xp */ 1046 /* add exp so learning gives xp */
1178 * Allocate and return the pointer to an empty artifactlist structure. 1131 * Allocate and return the pointer to an empty artifactlist structure.
1179 */ 1132 */
1180static artifactlist * 1133static artifactlist *
1181get_empty_artifactlist (void) 1134get_empty_artifactlist (void)
1182{ 1135{
1183 return salloc0 <artifactlist> (); 1136 return salloc0<artifactlist> ();
1184} 1137}
1185 1138
1186/* 1139/*
1187 * Allocate and return the pointer to an empty artifact structure. 1140 * Allocate and return the pointer to an empty artifact structure.
1188 */ 1141 */
1189static artifact * 1142static artifact *
1190get_empty_artifact (void) 1143get_empty_artifact (void)
1191{ 1144{
1192 return salloc0 <artifact> (); 1145 return salloc0<artifact> ();
1193} 1146}
1194 1147
1195/* 1148/*
1196 * 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
1197 * of objects on it. 1150 * of objects on it.
1202 for (artifactlist *al = first_artifactlist; al; al = al->next) 1155 for (artifactlist *al = first_artifactlist; al; al = al->next)
1203 if (al->type == type) 1156 if (al->type == type)
1204 return al; 1157 return al;
1205 1158
1206 return 0; 1159 return 0;
1207}
1208
1209/*
1210 * For debugging purposes. Dumps all tables.
1211 */
1212void
1213dump_artifacts (void)
1214{
1215 artifactlist *al;
1216 artifact *art;
1217 linked_char *next;
1218
1219 fprintf (logfile, "\n");
1220 for (al = first_artifactlist; al != NULL; al = al->next)
1221 {
1222 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1223 for (art = al->items; art != NULL; art = art->next)
1224 {
1225 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1226 if (art->allowed != NULL)
1227 {
1228 fprintf (logfile, "\tallowed combinations:");
1229 for (next = art->allowed; next != NULL; next = next->next)
1230 fprintf (logfile, "%s,", &next->name);
1231 fprintf (logfile, "\n");
1232 }
1233 }
1234 }
1235 fprintf (logfile, "\n");
1236}
1237
1238/*
1239 * For debugging purposes. Dumps all treasures recursively (see below).
1240 */
1241void
1242dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1243{
1244 treasurelist *tl;
1245 int i;
1246
1247 if (depth > 100)
1248 return;
1249
1250 while (t)
1251 {
1252 if (t->name)
1253 {
1254 for (i = 0; i < depth; i++)
1255 fprintf (logfile, " ");
1256
1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258
1259 tl = treasurelist::find (t->name);
1260 if (tl)
1261 dump_monster_treasure_rec (name, tl->items, depth + 2);
1262
1263 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " ");
1265
1266 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1267 }
1268 else
1269 {
1270 for (i = 0; i < depth; i++)
1271 fprintf (logfile, " ");
1272
1273 if (t->item && t->item->clone.type == FLESH)
1274 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1275 else
1276 fprintf (logfile, "%s\n", &t->item->clone.name);
1277 }
1278
1279 if (t->next_yes)
1280 {
1281 for (i = 0; i < depth; i++)
1282 fprintf (logfile, " ");
1283
1284 fprintf (logfile, " (if yes)\n");
1285 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1286 }
1287
1288 if (t->next_no)
1289 {
1290 for (i = 0; i < depth; i++)
1291 fprintf (logfile, " ");
1292
1293 fprintf (logfile, " (if no)\n");
1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1295 }
1296
1297 t = t->next;
1298 }
1299}
1300
1301/*
1302 * For debugging purposes. Dumps all treasures for a given monster.
1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1304 */
1305void
1306dump_monster_treasure (const char *name)
1307{
1308 archetype *at;
1309 int found;
1310
1311 found = 0;
1312 fprintf (logfile, "\n");
1313
1314 for (at = first_archetype; at != NULL; at = at->next)
1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1316 {
1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1318 if (at->clone.randomitems != NULL)
1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1320 else
1321 fprintf (logfile, "(nothing)\n");
1322
1323 fprintf (logfile, "\n");
1324 found++;
1325 }
1326
1327 if (found == 0)
1328 fprintf (logfile, "No objects have the name %s!\n\n", name);
1329} 1160}
1330 1161
1331/* 1162/*
1332 * 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.
1333 */ 1164 */
1348 object_thawer f (filename); 1179 object_thawer f (filename);
1349 1180
1350 if (!f) 1181 if (!f)
1351 return; 1182 return;
1352 1183
1353 f.next ();
1354
1355 for (;;) 1184 for (;;)
1356 { 1185 {
1357 switch (f.kw) 1186 switch (f.kw)
1358 { 1187 {
1359 case KW_allowed: 1188 case KW_allowed:
1360 if (!art) 1189 if (!art)
1361 {
1362 art = get_empty_artifact (); 1190 art = get_empty_artifact ();
1363 nrofartifacts++;
1364 }
1365 1191
1366 { 1192 {
1367 if (!strcmp (f.get_str (), "all")) 1193 if (!strcmp (f.get_str (), "all"))
1368 break; 1194 break;
1369 1195
1370 char *next, *cp = f.get_str (); 1196 char *next, *cp = f.get_str ();
1371 1197
1372 do 1198 do
1373 { 1199 {
1374 nrofallowedstr++;
1375
1376 if ((next = strchr (cp, ','))) 1200 if ((next = strchr (cp, ',')))
1377 *next++ = '\0'; 1201 *next++ = '\0';
1378 1202
1379 linked_char *tmp = new linked_char; 1203 linked_char *tmp = new linked_char;
1380 1204
1395 break; 1219 break;
1396 1220
1397 case KW_object: 1221 case KW_object:
1398 { 1222 {
1399 art->item = object::create (); 1223 art->item = object::create ();
1224 f.get (art->item->name);
1225 f.next ();
1400 1226
1401 if (!art->item->parse_kv (f)) 1227 if (!art->item->parse_kv (f))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1228 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403 1229
1404 al = find_artifactlist (art->item->type); 1230 al = find_artifactlist (art->item->type);
1430 } 1256 }
1431 1257
1432done: 1258done:
1433 for (al = first_artifactlist; al; al = al->next) 1259 for (al = first_artifactlist; al; al = al->next)
1434 { 1260 {
1261 al->total_chance = 0;
1262
1435 for (art = al->items; art; art = art->next) 1263 for (art = al->items; art; art = art->next)
1436 { 1264 {
1437 if (!art->chance) 1265 if (!art->chance)
1438 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1266 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1439 else 1267 else
1445 } 1273 }
1446 1274
1447 LOG (llevDebug, "done.\n"); 1275 LOG (llevDebug, "done.\n");
1448} 1276}
1449 1277
1450
1451/* 1278/*
1452 * Used in artifact generation. The bonuses of the first object 1279 * Used in artifact generation. The bonuses of the first object
1453 * is modified by the bonuses of the second object. 1280 * is modified by the bonuses of the second object.
1454 */ 1281 */
1455
1456void 1282void
1457add_abilities (object *op, object *change) 1283add_abilities (object *op, object *change)
1458{ 1284{
1459 int i, tmp; 1285 int i, tmp;
1460 1286
1465#endif 1291#endif
1466 op->face = change->face; 1292 op->face = change->face;
1467 } 1293 }
1468 1294
1469 for (i = 0; i < NUM_STATS; i++) 1295 for (i = 0; i < NUM_STATS; i++)
1470 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1296 change_attr_value (&(op->stats), i, change->stats.stat (i));
1471 1297
1472 op->attacktype |= change->attacktype; 1298 op->attacktype |= change->attacktype;
1473 op->path_attuned |= change->path_attuned; 1299 op->path_attuned |= change->path_attuned;
1474 op->path_repelled |= change->path_repelled; 1300 op->path_repelled |= change->path_repelled;
1475 op->path_denied |= change->path_denied; 1301 op->path_denied |= change->path_denied;
1523 * 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
1524 * this object. 1350 * this object.
1525 */ 1351 */
1526 if (op->type == HORN || op->type == POTION) 1352 if (op->type == HORN || op->type == POTION)
1527 { 1353 {
1528 object *tmp_obj;
1529
1530 /* Remove any spells this object currently has in it */ 1354 /* Remove any spells this object currently has in it */
1531 while (op->inv)
1532 op->inv->destroy (); 1355 op->destroy_inv (false);
1533 1356
1534 tmp_obj = arch_to_object (change->other_arch); 1357 object *tmp = arch_to_object (change->other_arch);
1535 insert_ob_in_ob (tmp_obj, op); 1358 insert_ob_in_ob (tmp, op);
1536 } 1359 }
1537 /* No harm setting this for potions/horns */ 1360 /* No harm setting this for potions/horns */
1538 op->other_arch = change->other_arch; 1361 op->other_arch = change->other_arch;
1539 } 1362 }
1540 1363
1639 if (change->msg) 1462 if (change->msg)
1640 op->msg = change->msg; 1463 op->msg = change->msg;
1641} 1464}
1642 1465
1643static int 1466static int
1644legal_artifact_combination (object *op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1645{ 1468{
1646 int neg, success = 0; 1469 int neg, success = 0;
1647 linked_char *tmp; 1470 linked_char *tmp;
1648 const char *name; 1471 const char *name;
1649 1472
1650 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1651 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1652 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1653 { 1477 {
1654#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1655 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1656#endif 1480#endif
1658 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1659 else 1483 else
1660 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1661 1485
1662 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1663 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)))
1664 return !neg; 1488 return !neg;
1665 1489
1666 /* 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
1667 * everything is allowed except what we match 1491 * everything is allowed except what we match
1668 */ 1492 */
1669 else if (neg) 1493 else if (neg)
1670 success = 1; 1494 success = 1;
1671 } 1495 }
1496
1672 return success; 1497 return success;
1673} 1498}
1674 1499
1675/* 1500/*
1676 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles
1743#if 1 1568#if 1
1744 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);
1745#endif 1570#endif
1746 return; 1571 return;
1747 } 1572 }
1748 if (!strcmp (art->item->name, "NONE")) 1573
1574 if (art->item->name == shstr_NONE)
1749 return; 1575 return;
1576
1750 if (FABS (op->magic) < art->item->magic) 1577 if (fabs (op->magic) < art->item->magic)
1751 continue; /* Not magic enough to be this item */ 1578 continue; /* Not magic enough to be this item */
1752 1579
1753 /* Map difficulty not high enough */ 1580 /* Map difficulty not high enough */
1754 if (difficulty < art->difficulty) 1581 if (difficulty < art->difficulty)
1755 continue; 1582 continue;
1806 item->level = donor->level; 1633 item->level = donor->level;
1807 1634
1808 /* if donor has some attacktypes, the flesh is poisonous */ 1635 /* if donor has some attacktypes, the flesh is poisonous */
1809 if (donor->attacktype & AT_POISON) 1636 if (donor->attacktype & AT_POISON)
1810 item->type = POISON; 1637 item->type = POISON;
1638
1811 if (donor->attacktype & AT_ACID) 1639 if (donor->attacktype & AT_ACID)
1812 item->stats.hp = -1 * item->stats.food; 1640 item->stats.hp = -1 * item->stats.food;
1641
1813 SET_FLAG (item, FLAG_NO_STEAL); 1642 SET_FLAG (item, FLAG_NO_STEAL);
1814 } 1643 }
1815} 1644}
1816 1645
1817/* special_potion() - so that old potion code is still done right. */ 1646/* special_potion() - so that old potion code is still done right. */
1818
1819int 1647int
1820special_potion (object *op) 1648special_potion (object *op)
1821{ 1649{
1822 if (op->attacktype) 1650 if (op->attacktype)
1823 return 1; 1651 return 1;
1855free_artifact (artifact *at) 1683free_artifact (artifact *at)
1856{ 1684{
1857 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1858 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1859 1687
1860 at->item->destroy (1); 1688 at->item->destroy ();
1861 1689
1862 sfree (at); 1690 sfree (at);
1863} 1691}
1864 1692
1865void 1693void

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