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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.64 by root, Sun Jul 1 05:00:18 2007 UTC vs.
Revision 1.90 by root, Fri Nov 6 13:31:47 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
25 * 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
26 * 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
32 33
33//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
34 35
35#include <global.h> 36#include <global.h>
36#include <treasure.h> 37#include <treasure.h>
37#include <funcpoint.h>
38#include <loader.h> 38#include <loader.h>
39 39
40extern char *spell_mapping[]; 40extern char *spell_mapping[];
41 41
42static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
46typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
47 const char *, 47 const char *,
48 treasurelist *, 48 treasurelist *,
49 str_hash, 49 str_hash,
50 str_equal, 50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
52 true
53> tl_map_t; 52> tl_map_t;
54 53
55static 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}
56 69
57/* 70/*
58 * Searches for the given treasurelist 71 * Searches for the given treasurelist
59 */ 72 */
60treasurelist * 73treasurelist *
92 } 105 }
93 106
94 return tl; 107 return tl;
95} 108}
96 109
97//TODO: class method
98void
99clear (treasurelist *tl)
100{
101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
108}
109
110#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
113 */ 113 */
114static void 114static void
139 139
140 f.next (); 140 f.next ();
141 141
142 for (;;) 142 for (;;)
143 { 143 {
144 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
145 145
146 switch (f.kw) 146 switch (f.kw)
147 { 147 {
148 case KW_arch: 148 case KW_arch:
149 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
150 break; 157 break;
151 158
152 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
153 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
154 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
168 t->next = read_treasure (f); 175 t->next = read_treasure (f);
169 return t; 176 return t;
170 177
171 default: 178 default:
172 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
173 return 0; 180 goto error;
174 181
175 return t; 182 return t;
176 } 183 }
177 184
178 f.next (); 185 f.next ();
179 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
180} 193}
181 194
182/* 195/*
183 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
184 */ 197 */
243 return; 256 return;
244 } 257 }
245 258
246 op->expand_tail (); 259 op->expand_tail ();
247 260
248 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
249 op->destroy (); 262 op->destroy ();
250 else 263 else
251 { 264 {
252 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 { 270 {
258 op = creator->insert (op); 271 op = creator->insert (op);
259 272
260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
261 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
262
263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
265 esrv_send_item (tmp, op);
266 } 275 }
267} 276}
268 277
269/* 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
270 * in the generated object 279 * in the generated object
434 443
435 if (ob->inv) 444 if (ob->inv)
436 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
437 446
438 ob->destroy (); 447 ob->destroy ();
448
439 return tmp; 449 return tmp;
440} 450}
441 451
442/* 452/*
443 * 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
486 * 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)
487 * 497 *
488 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
489 * 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.
490 */ 500 */
491int 501static int
492level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
493{ 503{
494 int olevel = 0;
495
496 if (!op->inv) 504 if (!op->inv)
497 { 505 {
498 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);
499 return 0; 507 return 0;
500 } 508 }
501 509
502 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
503 511
504 if (olevel <= 0) 512 if (olevel <= 0)
505 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
506 514
507 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
508 olevel = MAXLEVEL;
509
510 return olevel;
511} 516}
512 517
513/* 518/*
514 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
515 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
518 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
519 * 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
520 * weird integer between 1-31. 525 * weird integer between 1-31.
521 * 526 *
522 */ 527 */
523int 528static int
524magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
525{ 530{
526 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
527 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
528 533
575 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
576 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
577 582
578 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 */
579 magic = (-magic); 584 magic = (-magic);
585
580 op->weight = (op->arch->weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
581 } 587 }
582 else 588 else
583 { 589 {
584 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
585 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
586 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 */
587 magic = (-magic); 594 magic = (-magic);
595
588 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
589 } 597 }
590} 598}
591 599
592/* 600/*
615 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
616 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
617 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
618 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
619 */ 627 */
620void 628static void
621set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
622{ 630{
623
624 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
625 632
626 if (op->type == AMULET) 633 if (op->type == AMULET)
627 { 634 {
628 if (!(rndm (21))) 635 if (!(rndm (21)))
751 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
752 * 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
753 * rings and amulets. 760 * rings and amulets.
754 * 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.
755 */ 762 */
756int 763static int
757get_magic (int diff) 764get_magic (int diff)
758{ 765{
759 int i; 766 int i;
760 767
761 if (diff < 3) 768 if (diff < 3)
764 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
765 if (rndm (diff)) 772 if (rndm (diff))
766 return i; 773 return i;
767 774
768 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;
769} 793}
770 794
771#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
772#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))
773 797
821 ARG_INT (flags))) 845 ARG_INT (flags)))
822 return; 846 return;
823 847
824 if (!(flags & GT_MINIMAL)) 848 if (!(flags & GT_MINIMAL))
825 { 849 {
826 if (op->arch == crown_arch) 850 if (IS_ARCH (op->arch, crown))
827 { 851 {
828 set_magic (difficulty, op, max_magic, flags); 852 set_magic (difficulty, op, max_magic, flags);
829 num_enchantments = calc_item_power (op, 1); 853 num_enchantments = calc_item_power (op, 1);
830 generate_artifact (op, difficulty); 854 generate_artifact (op, difficulty);
831 } 855 }
836 860
837 num_enchantments = calc_item_power (op, 1); 861 num_enchantments = calc_item_power (op, 1);
838 862
839 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 863 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
840 || op->type == HORN 864 || op->type == HORN
841 || 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 */
842 * used for shop_floors or treasures */
843 generate_artifact (op, difficulty); 866 generate_artifact (op, difficulty);
844 } 867 }
845 868
846 /* Object was made an artifact. Calculate its item_power rating. 869 /* Object was made an artifact. Calculate its item_power rating.
847 * the item_power in the object is what the artfiact adds. 870 * the item_power in the object is what the artfiact adds.
889 { 912 {
890 if (op->type == POTION) 913 if (op->type == POTION)
891 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
892 if (op->stats.sp && !op->randomitems) 915 if (op->stats.sp && !op->randomitems)
893 { 916 {
894 object *tmp;
895
896 tmp = get_archetype (spell_mapping[op->stats.sp]); 917 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
897 insert_ob_in_ob (tmp, op); 918 insert_ob_in_ob (tmp, op);
898 op->stats.sp = 0; 919 op->stats.sp = 0;
899 } 920 }
900 } 921 }
901 else if (!op->title) /* Only modify object if not special */ 922 else if (!op->title) /* Only modify object if not special */
959 SET_FLAG (op, FLAG_CURSED); 980 SET_FLAG (op, FLAG_CURSED);
960 break; 981 break;
961 } 982 }
962 983
963 case AMULET: 984 case AMULET:
964 if (op->arch == amulet_arch) 985 if (IS_ARCH (op->arch, amulet))
965 op->value *= 5; /* Since it's not just decoration */ 986 op->value *= 5; /* Since it's not just decoration */
966 987
967 case RING: 988 case RING:
968 if (op->arch == NULL)
969 {
970 op->destroy ();
971 op = 0;
972 break;
973 }
974
975 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! */
976 break; 990 break;
977 991
978 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
979 SET_FLAG (op, FLAG_CURSED); 993 SET_FLAG (op, FLAG_CURSED);
980 994
1000 op->value *= 5; 1014 op->value *= 5;
1001 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1002 } 1016 }
1003 } 1017 }
1004 1018
1005 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
1006 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
1007 1021
1008 break; 1022 break;
1009 1023
1010 case BOOK: 1024 case BOOK:
1011 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1026 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1027 1041
1028 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);
1029 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1030 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));
1031 /* creator related stuff */
1032
1033 /* for library, chained books. Note that some monsters have no_pick
1034 * set - we don't want to set no pick in that case.
1035 */
1036 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1037 SET_FLAG (op, FLAG_NO_PICK);
1038 if (creator->slaying && !op->slaying) /* for check_inv floors */
1039 op->slaying = creator->slaying;
1040 1045
1041 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1042 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;
1043 } 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;
1044 break; 1059 break;
1045 1060
1046 case SPELLBOOK: 1061 case SPELLBOOK:
1047 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1048 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1133 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1134 */ 1149 */
1135static artifactlist * 1150static artifactlist *
1136get_empty_artifactlist (void) 1151get_empty_artifactlist (void)
1137{ 1152{
1138 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1139} 1154}
1140 1155
1141/* 1156/*
1142 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1143 */ 1158 */
1144static artifact * 1159static artifact *
1145get_empty_artifact (void) 1160get_empty_artifact (void)
1146{ 1161{
1147 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1148} 1163}
1149 1164
1150/* 1165/*
1151 * 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
1152 * of objects on it. 1167 * of objects on it.
1157 for (artifactlist *al = first_artifactlist; al; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1158 if (al->type == type) 1173 if (al->type == type)
1159 return al; 1174 return al;
1160 1175
1161 return 0; 1176 return 0;
1162}
1163
1164/*
1165 * For debugging purposes. Dumps all tables.
1166 */
1167void
1168dump_artifacts (void)
1169{
1170 artifactlist *al;
1171 artifact *art;
1172 linked_char *next;
1173
1174 fprintf (logfile, "\n");
1175 for (al = first_artifactlist; al != NULL; al = al->next)
1176 {
1177 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1178 for (art = al->items; art != NULL; art = art->next)
1179 {
1180 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1181 if (art->allowed != NULL)
1182 {
1183 fprintf (logfile, "\tallowed combinations:");
1184 for (next = art->allowed; next != NULL; next = next->next)
1185 fprintf (logfile, "%s,", &next->name);
1186 fprintf (logfile, "\n");
1187 }
1188 }
1189 }
1190 fprintf (logfile, "\n");
1191}
1192
1193/*
1194 * For debugging purposes. Dumps all treasures recursively (see below).
1195 */
1196void
1197dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1198{
1199 treasurelist *tl;
1200 int i;
1201
1202 if (depth > 100)
1203 return;
1204
1205 while (t)
1206 {
1207 if (t->name)
1208 {
1209 for (i = 0; i < depth; i++)
1210 fprintf (logfile, " ");
1211
1212 fprintf (logfile, "{ (list: %s)\n", &t->name);
1213
1214 tl = treasurelist::find (t->name);
1215 if (tl)
1216 dump_monster_treasure_rec (name, tl->items, depth + 2);
1217
1218 for (i = 0; i < depth; i++)
1219 fprintf (logfile, " ");
1220
1221 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1222 }
1223 else
1224 {
1225 for (i = 0; i < depth; i++)
1226 fprintf (logfile, " ");
1227
1228 if (t->item && t->item->type == FLESH)
1229 fprintf (logfile, "%s's %s\n", name, &t->item->object::name);
1230 else
1231 fprintf (logfile, "%s\n", &t->item->object::name);
1232 }
1233
1234 if (t->next_yes)
1235 {
1236 for (i = 0; i < depth; i++)
1237 fprintf (logfile, " ");
1238
1239 fprintf (logfile, " (if yes)\n");
1240 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1241 }
1242
1243 if (t->next_no)
1244 {
1245 for (i = 0; i < depth; i++)
1246 fprintf (logfile, " ");
1247
1248 fprintf (logfile, " (if no)\n");
1249 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1250 }
1251
1252 t = t->next;
1253 }
1254}
1255
1256/*
1257 * For debugging purposes. Dumps all treasures for a given monster.
1258 * Created originally by Raphael Quinet for debugging the alchemy code.
1259 */
1260void
1261dump_monster_treasure (const char *name)
1262{
1263 archetype *at;
1264 int found;
1265
1266 found = 0;
1267 fprintf (logfile, "\n");
1268
1269 for_all_archetypes (at)
1270 if (!strcasecmp (at->object::name, name) && at->title == NULL)
1271 {
1272 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname);
1273 if (at->randomitems != NULL)
1274 dump_monster_treasure_rec (at->object::name, at->randomitems->items, 1);
1275 else
1276 fprintf (logfile, "(nothing)\n");
1277
1278 fprintf (logfile, "\n");
1279 found++;
1280 }
1281
1282 if (found == 0)
1283 fprintf (logfile, "No objects have the name %s!\n\n", name);
1284} 1177}
1285 1178
1286/* 1179/*
1287 * 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.
1288 */ 1181 */
1302 sprintf (filename, "%s/artifacts", settings.datadir); 1195 sprintf (filename, "%s/artifacts", settings.datadir);
1303 object_thawer f (filename); 1196 object_thawer f (filename);
1304 1197
1305 if (!f) 1198 if (!f)
1306 return; 1199 return;
1307
1308 f.next ();
1309 1200
1310 for (;;) 1201 for (;;)
1311 { 1202 {
1312 switch (f.kw) 1203 switch (f.kw)
1313 { 1204 {
1475 * 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
1476 * this object. 1367 * this object.
1477 */ 1368 */
1478 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1479 { 1370 {
1480 object *tmp_obj;
1481
1482 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1483 while (op->inv)
1484 op->inv->destroy (); 1372 op->destroy_inv (false);
1485 1373
1486 tmp_obj = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1487 insert_ob_in_ob (tmp_obj, op); 1375 insert_ob_in_ob (tmp, op);
1488 } 1376 }
1489 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1490 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1491 } 1379 }
1492 1380
1697#if 1 1585#if 1
1698 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);
1699#endif 1587#endif
1700 return; 1588 return;
1701 } 1589 }
1702 if (!strcmp (art->item->name, "NONE")) 1590
1591 if (art->item->name == shstr_NONE)
1703 return; 1592 return;
1593
1704 if (FABS (op->magic) < art->item->magic) 1594 if (fabs (op->magic) < art->item->magic)
1705 continue; /* Not magic enough to be this item */ 1595 continue; /* Not magic enough to be this item */
1706 1596
1707 /* Map difficulty not high enough */ 1597 /* Map difficulty not high enough */
1708 if (difficulty < art->difficulty) 1598 if (difficulty < art->difficulty)
1709 continue; 1599 continue;
1760 item->level = donor->level; 1650 item->level = donor->level;
1761 1651
1762 /* if donor has some attacktypes, the flesh is poisonous */ 1652 /* if donor has some attacktypes, the flesh is poisonous */
1763 if (donor->attacktype & AT_POISON) 1653 if (donor->attacktype & AT_POISON)
1764 item->type = POISON; 1654 item->type = POISON;
1655
1765 if (donor->attacktype & AT_ACID) 1656 if (donor->attacktype & AT_ACID)
1766 item->stats.hp = -1 * item->stats.food; 1657 item->stats.hp = -1 * item->stats.food;
1658
1767 SET_FLAG (item, FLAG_NO_STEAL); 1659 SET_FLAG (item, FLAG_NO_STEAL);
1768 } 1660 }
1769} 1661}
1770 1662
1771/* special_potion() - so that old potion code is still done right. */ 1663static void
1772int
1773special_potion (object *op)
1774{
1775 if (op->attacktype)
1776 return 1;
1777
1778 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1779 return 1;
1780
1781 for (int i = 0; i < NROFATTACKS; i++)
1782 if (op->resist[i])
1783 return 1;
1784
1785 return 0;
1786}
1787
1788void
1789free_treasurestruct (treasure *t) 1664free_treasurestruct (treasure *t)
1790{ 1665{
1791 if (t->next) free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1792 if (t->next_yes) free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1793 if (t->next_no) free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1794 1669
1795 delete t; 1670 delete t;
1796} 1671}
1797 1672
1798void 1673static void
1799free_charlinks (linked_char *lc) 1674free_charlinks (linked_char *lc)
1800{ 1675{
1801 if (lc->next) 1676 if (lc->next)
1802 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1803 1678
1804 delete lc; 1679 delete lc;
1805} 1680}
1806 1681
1807void 1682static void
1808free_artifact (artifact *at) 1683free_artifact (artifact *at)
1809{ 1684{
1810 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1811 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1812 1687
1813 at->item->destroy (1); 1688 at->item->destroy ();
1814 1689
1815 sfree (at); 1690 sfree (at);
1816} 1691}
1817 1692
1818void 1693static void
1819free_artifactlist (artifactlist *al) 1694free_artifactlist (artifactlist *al)
1820{ 1695{
1821 artifactlist *nextal; 1696 artifactlist *nextal;
1822 1697
1823 for (al = first_artifactlist; al; al = nextal) 1698 for (al = first_artifactlist; al; al = nextal)
1829 1704
1830 sfree (al); 1705 sfree (al);
1831 } 1706 }
1832} 1707}
1833 1708
1834void
1835free_all_treasures (void)
1836{
1837 treasurelist *tl, *next;
1838
1839 for (tl = first_treasurelist; tl; tl = next)
1840 {
1841 clear (tl);
1842
1843 next = tl->next;
1844 delete tl;
1845 }
1846
1847 free_artifactlist (first_artifactlist);
1848}

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