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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.47 by root, Tue Apr 17 18:24:30 2007 UTC vs.
Revision 1.91 by root, Fri Nov 6 13:45:28 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//TODO: class method
59 * Initialize global archtype pointers: 57static void free_treasurestruct (treasure *t); // bleh desu
60 */ 58static void
61void 59clear (treasurelist *tl)
62init_archetype_pointers ()
63{ 60{
64 int prev_warn = warn_archetypes; 61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
65 66
66 warn_archetypes = 1; 67 tl->total_chance = 0;
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} 68}
79 69
80/* 70/*
81 * Searches for the given treasurelist 71 * Searches for the given treasurelist
82 */ 72 */
115 } 105 }
116 106
117 return tl; 107 return tl;
118} 108}
119 109
120//TODO: class method
121void
122clear (treasurelist *tl)
123{
124 if (tl->items)
125 {
126 free_treasurestruct (tl->items);
127 tl->items = 0;
128 }
129
130 tl->total_chance = 0;
131}
132
133#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
134/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
135 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
136 */ 113 */
137static void 114static void
162 139
163 f.next (); 140 f.next ();
164 141
165 for (;;) 142 for (;;)
166 { 143 {
167 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
168 145
169 switch (f.kw) 146 switch (f.kw)
170 { 147 {
171 case KW_arch: 148 case KW_arch:
172 if (!(t->item = archetype::find (f.get_str ()))) 149 t->item = archetype::find (f.get_str ());
173 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ()); 150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
174 break; 157 break;
175 158
176 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
177 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
178 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
192 t->next = read_treasure (f); 175 t->next = read_treasure (f);
193 return t; 176 return t;
194 177
195 default: 178 default:
196 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
197 return 0; 180 goto error;
198 181
199 return t; 182 return t;
200 } 183 }
201 184
202 f.next (); 185 f.next ();
203 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
204} 193}
205 194
206/* 195/*
207 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
208 */ 197 */
220 209
221 /* This is a one of the many items on the list should be generated. 210 /* This is a one of the many items on the list should be generated.
222 * Add up the chance total, and check to make sure the yes & no 211 * Add up the chance total, and check to make sure the yes & no
223 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
224 */ 213 */
225 tl->total_chance = 0;
226
227 if (one) 214 if (one)
228 { 215 {
229 for (treasure *t = tl->items; t; t = t->next) 216 for (treasure *t = tl->items; t; t = t->next)
230 { 217 {
231 if (t->next_yes || t->next_no) 218 if (t->next_yes || t->next_no)
232 { 219 {
233 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
234 LOG (llevError, " the next_yes or next_no field is set\n"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
235 } 222 }
236 223
237 tl->total_chance += t->chance; 224 tl->total_chance += t->chance;
238 } 225 }
253 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
254 */ 241 */
255static void 242static void
256put_treasure (object *op, object *creator, int flags) 243put_treasure (object *op, object *creator, int flags)
257{ 244{
258 object *tmp; 245 if (flags & GT_ENVIRONMENT)
259 246 {
260 /* Bit of a hack - spells should never be put onto the map. The entire 247 /* Bit of a hack - spells should never be put onto the map. The entire
261 * treasure stuff is a problem - there is no clear idea of knowing 248 * treasure stuff is a problem - there is no clear idea of knowing
262 * this is the original object, or if this is an object that should be created 249 * this is the original object, or if this is an object that should be created
263 * by another object. 250 * by another object.
264 */ 251 */
265 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
266 { 253 if (op->type == SPELL)
254 {
255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
267 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
268 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);
267 }
269 } 268 }
270 else 269 else
271 { 270 {
272 op = creator->insert (op); 271 op = creator->insert (op);
273 272
274 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
275 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
276
277 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
278 esrv_send_item (tmp, op);
279 } 275 }
280} 276}
281 277
282/* 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
283 * in the generated object 279 * in the generated object
312 else 308 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 } 310 }
315 else 311 else
316 { 312 {
317 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
318 { 314 {
319 object *tmp = arch_to_object (t->item); 315 object *tmp = arch_to_object (t->item);
320 316
321 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
322 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
369 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
370 } 366 }
371 else if (t->nrof) 367 else if (t->nrof)
372 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
373 } 369 }
374 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
375 { 371 {
376 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = arch_to_object (t->item))
377 { 373 {
378 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
379 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
381 fix_generated_item (tmp, op, difficulty, t->magic, flag); 377 fix_generated_item (tmp, op, difficulty, t->magic, flag);
382 change_treasure (t, tmp); 378 change_treasure (t, tmp);
383 put_treasure (tmp, op, flag); 379 put_treasure (tmp, op, flag);
384 } 380 }
385 } 381 }
382}
383
384void
385object::create_treasure (treasurelist *tl, int flags)
386{
387 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
386} 388}
387 389
388/* This calls the appropriate treasure creation function. tries is passed 390/* This calls the appropriate treasure creation function. tries is passed
389 * to determine how many list transitions or attempts to create treasure 391 * to determine how many list transitions or attempts to create treasure
390 * have been made. It is really in place to prevent infinite loops with 392 * have been made. It is really in place to prevent infinite loops with
403 { 405 {
404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
405 return; 407 return;
406 } 408 }
407 409
410 if (op->flag [FLAG_TREASURE_ENV])
411 {
412 // do not generate items when there already is something above the object
413 if (op->flag [FLAG_IS_FLOOR] && op->above)
414 return;
415
416 flag |= GT_ENVIRONMENT;
417 }
418
408 if (tl->total_chance) 419 if (tl->total_chance)
409 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
410 else 421 else
411 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
412} 423}
419object * 430object *
420generate_treasure (treasurelist *tl, int difficulty) 431generate_treasure (treasurelist *tl, int difficulty)
421{ 432{
422 difficulty = clamp (difficulty, 1, settings.max_level); 433 difficulty = clamp (difficulty, 1, settings.max_level);
423 434
424 object *ob = object::create (), *tmp; 435 object *ob = object::create ();
425 436
426 create_treasure (tl, ob, 0, difficulty, 0); 437 create_treasure (tl, ob, 0, difficulty, 0);
427 438
428 /* Don't want to free the object we are about to return */ 439 /* Don't want to free the object we are about to return */
429 tmp = ob->inv; 440 object *tmp = ob->inv;
430 if (tmp != NULL) 441 if (tmp)
431 tmp->remove (); 442 tmp->remove ();
432 443
433 if (ob->inv) 444 if (ob->inv)
434 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
435 446
436 ob->destroy (); 447 ob->destroy ();
448
437 return tmp; 449 return tmp;
438} 450}
439 451
440/* 452/*
441 * 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
443 * The array has two arguments, the difficulty of the level, and the 455 * The array has two arguments, the difficulty of the level, and the
444 * magical bonus "wanted". 456 * magical bonus "wanted".
445 */ 457 */
446 458
447static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 459static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
448
449// chance of magic difficulty 460// chance of magic difficulty
450// +0 +1 +2 +3 +4 461// +0 +1 +2 +3 +4
451 {95, 2, 2, 1, 0}, // 1 462 {95, 2, 2, 1, 0}, // 1
452 {92, 5, 2, 1, 0}, // 2 463 {92, 5, 2, 1, 0}, // 2
453 {85, 10, 4, 1, 0}, // 3 464 {85, 10, 4, 1, 0}, // 3
479 { 0, 0, 0, 3, 97}, // 29 490 { 0, 0, 0, 3, 97}, // 29
480 { 0, 0, 0, 0, 100}, // 30 491 { 0, 0, 0, 0, 100}, // 30
481 { 0, 0, 0, 0, 100}, // 31 492 { 0, 0, 0, 0, 100}, // 31
482}; 493};
483 494
484
485/* calculate the appropriate level for wands staves and scrolls. 495/* calculate the appropriate level for wands staves and scrolls.
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 */
491 501static int
492int
493level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
494{ 503{
495 int olevel = 0;
496
497 if (!op->inv) 504 if (!op->inv)
498 { 505 {
499 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 506 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
500 return 0; 507 return 0;
501 } 508 }
502 509
503 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
504 511
505 if (olevel <= 0) 512 if (olevel <= 0)
506 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
507 514
508 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
509 olevel = MAXLEVEL;
510
511 return olevel;
512} 516}
513 517
514/* 518/*
515 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
516 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
519 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
520 * Scaling difficulty by max_level, as difficulty is a level and not some 524 * Scaling difficulty by max_level, as difficulty is a level and not some
521 * weird integer between 1-31. 525 * weird integer between 1-31.
522 * 526 *
523 */ 527 */
524int 528static int
525magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
526{ 530{
527 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
528 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
529 533
572 576
573 op->magic = magic; 577 op->magic = magic;
574 if (op->arch) 578 if (op->arch)
575 { 579 {
576 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
577 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
578 582
579 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 583 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
580 magic = (-magic); 584 magic = (-magic);
585
581 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
582 } 587 }
583 else 588 else
584 { 589 {
585 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
586 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
587 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
588 magic = (-magic); 594 magic = (-magic);
595
589 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
590 } 597 }
591} 598}
592 599
593/* 600/*
616 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
617 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
618 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
619 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
620 */ 627 */
621void 628static void
622set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
623{ 630{
624
625 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
626 632
627 if (op->type == AMULET) 633 if (op->type == AMULET)
628 { 634 {
629 if (!(rndm (21))) 635 if (!(rndm (21)))
648 case 2: 654 case 2:
649 case 3: 655 case 3:
650 case 4: 656 case 4:
651 case 5: 657 case 5:
652 case 6: 658 case 6:
653 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
654 break; 660 break;
655 661
656 case 7: 662 case 7:
657 op->stats.dam += bonus; 663 op->stats.dam += bonus;
658 break; 664 break;
752 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
753 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
754 * rings and amulets. 760 * rings and amulets.
755 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
756 */ 762 */
757int 763static int
758get_magic (int diff) 764get_magic (int diff)
759{ 765{
760 int i; 766 int i;
761 767
762 if (diff < 3) 768 if (diff < 3)
765 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
766 if (rndm (diff)) 772 if (rndm (diff))
767 return i; 773 return i;
768 774
769 return 4; 775 return 4;
776}
777
778/* special_potion() - so that old potion code is still done right. */
779static int
780special_potion (object *op)
781{
782 if (op->attacktype)
783 return 1;
784
785 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
786 return 1;
787
788 for (int i = 0; i < NROFATTACKS; i++)
789 if (op->resist[i])
790 return 1;
791
792 return 0;
770} 793}
771 794
772#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
773#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) 796#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
774 797
806 save_item_power = op->item_power; 829 save_item_power = op->item_power;
807 op->item_power = 0; 830 op->item_power = 0;
808 831
809 if (op->randomitems && op->type != SPELL) 832 if (op->randomitems && op->type != SPELL)
810 { 833 {
811 create_treasure (op->randomitems, op, flags, difficulty, 0); 834 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
812 if (!op->inv)
813 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
814
815 /* So the treasure doesn't get created again */ 835 /* So the treasure doesn't get created again */
816 op->randomitems = 0; 836 op->randomitems = 0;
817 } 837 }
818 838
819 if (difficulty < 1) 839 if (difficulty < 1)
825 ARG_INT (flags))) 845 ARG_INT (flags)))
826 return; 846 return;
827 847
828 if (!(flags & GT_MINIMAL)) 848 if (!(flags & GT_MINIMAL))
829 { 849 {
830 if (op->arch == crown_arch) 850 if (IS_ARCH (op->arch, crown))
831 { 851 {
832 set_magic (difficulty, op, max_magic, flags); 852 set_magic (difficulty, op, max_magic, flags);
833 num_enchantments = calc_item_power (op, 1); 853 num_enchantments = calc_item_power (op, 1);
834 generate_artifact (op, difficulty); 854 generate_artifact (op, difficulty);
835 } 855 }
840 860
841 num_enchantments = calc_item_power (op, 1); 861 num_enchantments = calc_item_power (op, 1);
842 862
843 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 863 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
844 || op->type == HORN 864 || op->type == HORN
845 || 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 */
846 * used for shop_floors or treasures */
847 generate_artifact (op, difficulty); 866 generate_artifact (op, difficulty);
848 } 867 }
849 868
850 /* Object was made an artifact. Calculate its item_power rating. 869 /* Object was made an artifact. Calculate its item_power rating.
851 * the item_power in the object is what the artfiact adds. 870 * the item_power in the object is what the artfiact adds.
893 { 912 {
894 if (op->type == POTION) 913 if (op->type == POTION)
895 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
896 if (op->stats.sp && !op->randomitems) 915 if (op->stats.sp && !op->randomitems)
897 { 916 {
898 object *tmp;
899
900 tmp = get_archetype (spell_mapping[op->stats.sp]); 917 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
901 insert_ob_in_ob (tmp, op); 918 insert_ob_in_ob (tmp, op);
902 op->stats.sp = 0; 919 op->stats.sp = 0;
903 } 920 }
904 } 921 }
905 else if (!op->title) /* Only modify object if not special */ 922 else if (!op->title) /* Only modify object if not special */
963 SET_FLAG (op, FLAG_CURSED); 980 SET_FLAG (op, FLAG_CURSED);
964 break; 981 break;
965 } 982 }
966 983
967 case AMULET: 984 case AMULET:
968 if (op->arch == amulet_arch) 985 if (IS_ARCH (op->arch, amulet))
969 op->value *= 5; /* Since it's not just decoration */ 986 op->value *= 5; /* Since it's not just decoration */
970 987
971 case RING: 988 case RING:
972 if (op->arch == NULL)
973 {
974 op->destroy ();
975 op = 0;
976 break;
977 }
978
979 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! */
980 break; 990 break;
981 991
982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
983 SET_FLAG (op, FLAG_CURSED); 993 SET_FLAG (op, FLAG_CURSED);
984 994
1004 op->value *= 5; 1014 op->value *= 5;
1005 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
1006 } 1016 }
1007 } 1017 }
1008 1018
1009 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
1011 1021
1012 break; 1022 break;
1013 1023
1014 case BOOK: 1024 case BOOK:
1015 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1030 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1031 1041
1032 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);
1033 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1034 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));
1035 /* creator related stuff */
1036
1037 /* for library, chained books. Note that some monsters have no_pick
1038 * set - we don't want to set no pick in that case.
1039 */
1040 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1041 SET_FLAG (op, FLAG_NO_PICK);
1042 if (creator->slaying && !op->slaying) /* for check_inv floors */
1043 op->slaying = creator->slaying;
1044 1045
1045 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1046 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;
1047 } 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;
1048 break; 1059 break;
1049 1060
1050 case SPELLBOOK: 1061 case SPELLBOOK:
1051 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1052 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1137 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1138 */ 1149 */
1139static artifactlist * 1150static artifactlist *
1140get_empty_artifactlist (void) 1151get_empty_artifactlist (void)
1141{ 1152{
1142 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1143} 1154}
1144 1155
1145/* 1156/*
1146 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1147 */ 1158 */
1148static artifact * 1159static artifact *
1149get_empty_artifact (void) 1160get_empty_artifact (void)
1150{ 1161{
1151 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1152} 1163}
1153 1164
1154/* 1165/*
1155 * 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
1156 * of objects on it. 1167 * of objects on it.
1161 for (artifactlist *al = first_artifactlist; al; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1162 if (al->type == type) 1173 if (al->type == type)
1163 return al; 1174 return al;
1164 1175
1165 return 0; 1176 return 0;
1166}
1167
1168/*
1169 * For debugging purposes. Dumps all tables.
1170 */
1171void
1172dump_artifacts (void)
1173{
1174 artifactlist *al;
1175 artifact *art;
1176 linked_char *next;
1177
1178 fprintf (logfile, "\n");
1179 for (al = first_artifactlist; al != NULL; al = al->next)
1180 {
1181 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1182 for (art = al->items; art != NULL; art = art->next)
1183 {
1184 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1185 if (art->allowed != NULL)
1186 {
1187 fprintf (logfile, "\tallowed combinations:");
1188 for (next = art->allowed; next != NULL; next = next->next)
1189 fprintf (logfile, "%s,", &next->name);
1190 fprintf (logfile, "\n");
1191 }
1192 }
1193 }
1194 fprintf (logfile, "\n");
1195}
1196
1197/*
1198 * For debugging purposes. Dumps all treasures recursively (see below).
1199 */
1200void
1201dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1202{
1203 treasurelist *tl;
1204 int i;
1205
1206 if (depth > 100)
1207 return;
1208
1209 while (t)
1210 {
1211 if (t->name)
1212 {
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "{ (list: %s)\n", &t->name);
1217
1218 tl = treasurelist::find (t->name);
1219 if (tl)
1220 dump_monster_treasure_rec (name, tl->items, depth + 2);
1221
1222 for (i = 0; i < depth; i++)
1223 fprintf (logfile, " ");
1224
1225 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1226 }
1227 else
1228 {
1229 for (i = 0; i < depth; i++)
1230 fprintf (logfile, " ");
1231
1232 if (t->item && t->item->clone.type == FLESH)
1233 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1234 else
1235 fprintf (logfile, "%s\n", &t->item->clone.name);
1236 }
1237
1238 if (t->next_yes)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if yes)\n");
1244 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1245 }
1246
1247 if (t->next_no)
1248 {
1249 for (i = 0; i < depth; i++)
1250 fprintf (logfile, " ");
1251
1252 fprintf (logfile, " (if no)\n");
1253 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1254 }
1255
1256 t = t->next;
1257 }
1258}
1259
1260/*
1261 * For debugging purposes. Dumps all treasures for a given monster.
1262 * Created originally by Raphael Quinet for debugging the alchemy code.
1263 */
1264void
1265dump_monster_treasure (const char *name)
1266{
1267 archetype *at;
1268 int found;
1269
1270 found = 0;
1271 fprintf (logfile, "\n");
1272
1273 for (at = first_archetype; at != NULL; at = at->next)
1274 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1275 {
1276 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1277 if (at->clone.randomitems != NULL)
1278 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1279 else
1280 fprintf (logfile, "(nothing)\n");
1281
1282 fprintf (logfile, "\n");
1283 found++;
1284 }
1285
1286 if (found == 0)
1287 fprintf (logfile, "No objects have the name %s!\n\n", name);
1288} 1177}
1289 1178
1290/* 1179/*
1291 * 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.
1292 */ 1181 */
1306 sprintf (filename, "%s/artifacts", settings.datadir); 1195 sprintf (filename, "%s/artifacts", settings.datadir);
1307 object_thawer f (filename); 1196 object_thawer f (filename);
1308 1197
1309 if (!f) 1198 if (!f)
1310 return; 1199 return;
1311
1312 f.next ();
1313 1200
1314 for (;;) 1201 for (;;)
1315 { 1202 {
1316 switch (f.kw) 1203 switch (f.kw)
1317 { 1204 {
1349 break; 1236 break;
1350 1237
1351 case KW_object: 1238 case KW_object:
1352 { 1239 {
1353 art->item = object::create (); 1240 art->item = object::create ();
1241 f.get (art->item->name);
1242 f.next ();
1354 1243
1355 if (!art->item->parse_kv (f)) 1244 if (!art->item->parse_kv (f))
1356 LOG (llevError, "Init_Artifacts: Could not load object.\n"); 1245 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1357 1246
1358 al = find_artifactlist (art->item->type); 1247 al = find_artifactlist (art->item->type);
1419#endif 1308#endif
1420 op->face = change->face; 1309 op->face = change->face;
1421 } 1310 }
1422 1311
1423 for (i = 0; i < NUM_STATS; i++) 1312 for (i = 0; i < NUM_STATS; i++)
1424 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1313 change_attr_value (&(op->stats), i, change->stats.stat (i));
1425 1314
1426 op->attacktype |= change->attacktype; 1315 op->attacktype |= change->attacktype;
1427 op->path_attuned |= change->path_attuned; 1316 op->path_attuned |= change->path_attuned;
1428 op->path_repelled |= change->path_repelled; 1317 op->path_repelled |= change->path_repelled;
1429 op->path_denied |= change->path_denied; 1318 op->path_denied |= change->path_denied;
1477 * 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
1478 * this object. 1367 * this object.
1479 */ 1368 */
1480 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1481 { 1370 {
1482 object *tmp_obj;
1483
1484 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1485 while (op->inv)
1486 op->inv->destroy (); 1372 op->destroy_inv (false);
1487 1373
1488 tmp_obj = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1489 insert_ob_in_ob (tmp_obj, op); 1375 insert_ob_in_ob (tmp, op);
1490 } 1376 }
1491 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1492 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1493 } 1379 }
1494 1380
1593 if (change->msg) 1479 if (change->msg)
1594 op->msg = change->msg; 1480 op->msg = change->msg;
1595} 1481}
1596 1482
1597static int 1483static int
1598legal_artifact_combination (object *op, artifact * art) 1484legal_artifact_combination (object *op, artifact *art)
1599{ 1485{
1600 int neg, success = 0; 1486 int neg, success = 0;
1601 linked_char *tmp; 1487 linked_char *tmp;
1602 const char *name; 1488 const char *name;
1603 1489
1604 if (art->allowed == (linked_char *) NULL) 1490 if (!art->allowed)
1605 return 1; /* Ie, "all" */ 1491 return 1; /* Ie, "all" */
1492
1606 for (tmp = art->allowed; tmp; tmp = tmp->next) 1493 for (tmp = art->allowed; tmp; tmp = tmp->next)
1607 { 1494 {
1608#ifdef TREASURE_VERBOSE 1495#ifdef TREASURE_VERBOSE
1609 LOG (llevDebug, "legal_art: %s\n", &tmp->name); 1496 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1610#endif 1497#endif
1612 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1613 else 1500 else
1614 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1615 1502
1616 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1617 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1504 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1618 return !neg; 1505 return !neg;
1619 1506
1620 /* Set success as true, since if the match was an inverse, it means 1507 /* Set success as true, since if the match was an inverse, it means
1621 * everything is allowed except what we match 1508 * everything is allowed except what we match
1622 */ 1509 */
1623 else if (neg) 1510 else if (neg)
1624 success = 1; 1511 success = 1;
1625 } 1512 }
1513
1626 return success; 1514 return success;
1627} 1515}
1628 1516
1629/* 1517/*
1630 * Fixes the given object, giving it the abilities and titles 1518 * Fixes the given object, giving it the abilities and titles
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
1819free_artifactlist (artifactlist *al)
1820{
1821 artifactlist *nextal;
1822
1823 for (al = first_artifactlist; al; al = nextal)
1824 {
1825 nextal = al->next;
1826
1827 if (al->items)
1828 free_artifact (al->items);
1829
1830 sfree (al);
1831 }
1832}
1833
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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