ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/treasure.C
(Generate patch)

Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.58 by root, Sat Apr 28 17:51:57 2007 UTC vs.
Revision 1.95 by root, Mon Nov 16 22:31:13 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
26 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
27 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
33 33
34//#define TREASURE_VERBOSE 34//#define TREASURE_VERBOSE
35 35
36#include <global.h> 36#include <global.h>
37#include <treasure.h> 37#include <treasure.h>
38#include <funcpoint.h>
39#include <loader.h> 38#include <loader.h>
40 39
41extern char *spell_mapping[]; 40extern char *spell_mapping[];
42 41
43static treasurelist *first_treasurelist; 42static treasurelist *first_treasurelist;
47typedef std::tr1::unordered_map< 46typedef std::tr1::unordered_map<
48 const char *, 47 const char *,
49 treasurelist *, 48 treasurelist *,
50 str_hash, 49 str_hash,
51 str_equal, 50 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >, 51 slice_allocator< std::pair<const char *const, treasurelist *> >
53 true
54> tl_map_t; 52> tl_map_t;
55 53
56static tl_map_t tl_map; 54static tl_map_t tl_map;
55
56//TODO: class method
57static void free_treasurestruct (treasure *t); // bleh desu
58static void
59clear (treasurelist *tl)
60{
61 if (tl->items)
62 {
63 free_treasurestruct (tl->items);
64 tl->items = 0;
65 }
66
67 tl->total_chance = 0;
68}
57 69
58/* 70/*
59 * Searches for the given treasurelist 71 * Searches for the given treasurelist
60 */ 72 */
61treasurelist * 73treasurelist *
93 } 105 }
94 106
95 return tl; 107 return tl;
96} 108}
97 109
98//TODO: class method
99void
100clear (treasurelist *tl)
101{
102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
107
108 tl->total_chance = 0;
109}
110
111#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
114 */ 113 */
115static void 114static void
140 139
141 f.next (); 140 f.next ();
142 141
143 for (;;) 142 for (;;)
144 { 143 {
145 coroapi::cede_to_tick_every (10); 144 coroapi::cede_to_tick ();
146 145
147 switch (f.kw) 146 switch (f.kw)
148 { 147 {
149 case KW_arch: 148 case KW_arch:
150 t->item = archetype::get (f.get_str ()); 149 t->item = archetype::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
151 break; 157 break;
152 158
153 case KW_list: f.get (t->name); break; 159 case KW_list: f.get (t->name); break;
154 case KW_change_name: f.get (t->change_arch.name); break; 160 case KW_change_name: f.get (t->change_arch.name); break;
155 case KW_change_title: f.get (t->change_arch.title); break; 161 case KW_change_title: f.get (t->change_arch.title); break;
169 t->next = read_treasure (f); 175 t->next = read_treasure (f);
170 return t; 176 return t;
171 177
172 default: 178 default:
173 if (!f.parse_error ("treasurelist", t->name)) 179 if (!f.parse_error ("treasurelist", t->name))
174 return 0; 180 goto error;
175 181
176 return t; 182 return t;
177 } 183 }
178 184
179 f.next (); 185 f.next ();
180 } 186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
181} 193}
182 194
183/* 195/*
184 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
185 */ 197 */
203 { 215 {
204 for (treasure *t = tl->items; t; t = t->next) 216 for (treasure *t = tl->items; t; t = t->next)
205 { 217 {
206 if (t->next_yes || t->next_no) 218 if (t->next_yes || t->next_no)
207 { 219 {
208 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
209 LOG (llevError, " the next_yes or next_no field is set\n"); 221 LOG (llevError, " the next_yes or next_no field is set\n");
210 } 222 }
211 223
212 tl->total_chance += t->chance; 224 tl->total_chance += t->chance;
213 } 225 }
244 return; 256 return;
245 } 257 }
246 258
247 op->expand_tail (); 259 op->expand_tail ();
248 260
249 if (ob_blocked (op, creator->map, creator->x, creator->y)) 261 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
250 op->destroy (); 262 op->destroy ();
251 else 263 else
252 { 264 {
253 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
254 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
258 { 270 {
259 op = creator->insert (op); 271 op = creator->insert (op);
260 272
261 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
262 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
263
264 if (flags & GT_UPDATE_INV)
265 if (object *tmp = creator->in_player ())
266 esrv_send_item (tmp, op);
267 } 275 }
268} 276}
269 277
270/* if there are change_xxx commands in the treasure, we include the changes 278/* if there are change_xxx commands in the treasure, we include the changes
271 * in the generated object 279 * in the generated object
300 else 308 else
301 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); 309 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
302 } 310 }
303 else 311 else
304 { 312 {
305 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 313 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
306 { 314 {
307 object *tmp = arch_to_object (t->item); 315 object *tmp = arch_to_object (t->item);
308 316
309 if (t->nrof && tmp->nrof <= 1) 317 if (t->nrof && tmp->nrof <= 1)
310 tmp->nrof = rndm (t->nrof) + 1; 318 tmp->nrof = rndm (t->nrof) + 1;
357 create_treasure (tl, op, flag, difficulty, tries); 365 create_treasure (tl, op, flag, difficulty, tries);
358 } 366 }
359 else if (t->nrof) 367 else if (t->nrof)
360 create_one_treasure (tl, op, flag, difficulty, tries); 368 create_one_treasure (tl, op, flag, difficulty, tries);
361 } 369 }
362 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 370 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
363 { 371 {
364 if (object *tmp = arch_to_object (t->item)) 372 if (object *tmp = arch_to_object (t->item))
365 { 373 {
366 if (t->nrof && tmp->nrof <= 1) 374 if (t->nrof && tmp->nrof <= 1)
367 tmp->nrof = rndm (t->nrof) + 1; 375 tmp->nrof = rndm (t->nrof) + 1;
398 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 406 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
399 return; 407 return;
400 } 408 }
401 409
402 if (op->flag [FLAG_TREASURE_ENV]) 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
403 flag |= GT_ENVIRONMENT; 416 flag |= GT_ENVIRONMENT;
417 }
404 418
405 if (tl->total_chance) 419 if (tl->total_chance)
406 create_one_treasure (tl, op, flag, difficulty, tries); 420 create_one_treasure (tl, op, flag, difficulty, tries);
407 else 421 else
408 create_all_treasures (tl->items, op, flag, difficulty, tries); 422 create_all_treasures (tl->items, op, flag, difficulty, tries);
429 443
430 if (ob->inv) 444 if (ob->inv)
431 LOG (llevError, "In generate treasure, created multiple objects.\n"); 445 LOG (llevError, "In generate treasure, created multiple objects.\n");
432 446
433 ob->destroy (); 447 ob->destroy ();
448
434 return tmp; 449 return tmp;
435} 450}
436 451
437/* 452/*
438 * 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
481 * 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)
482 * 497 *
483 * elmex Wed Aug 9 17:44:59 CEST 2006: 498 * elmex Wed Aug 9 17:44:59 CEST 2006:
484 * 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.
485 */ 500 */
486int 501static int
487level_for_item (const object *op, int difficulty) 502level_for_item (const object *op, int difficulty)
488{ 503{
489 int olevel = 0;
490
491 if (!op->inv) 504 if (!op->inv)
492 { 505 {
493 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);
494 return 0; 507 return 0;
495 } 508 }
496 509
497 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 510 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
498 511
499 if (olevel <= 0) 512 if (olevel <= 0)
500 olevel = rndm (1, MIN (op->inv->level, 1)); 513 olevel = rndm (1, op->inv->level);
501 514
502 if (olevel > MAXLEVEL) 515 return min (olevel, MAXLEVEL);
503 olevel = MAXLEVEL;
504
505 return olevel;
506} 516}
507 517
508/* 518/*
509 * Based upon the specified difficulty and upon the difftomagic_list array, 519 * Based upon the specified difficulty and upon the difftomagic_list array,
510 * a random magical bonus is returned. This is used when determine 520 * a random magical bonus is returned. This is used when determine
513 * elmex Thu Aug 10 18:45:44 CEST 2006: 523 * elmex Thu Aug 10 18:45:44 CEST 2006:
514 * 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
515 * weird integer between 1-31. 525 * weird integer between 1-31.
516 * 526 *
517 */ 527 */
518int 528static int
519magic_from_difficulty (int difficulty) 529magic_from_difficulty (int difficulty)
520{ 530{
521 int percent = 0, magic = 0; 531 int percent = 0, magic = 0;
522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 532 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
523 533
566 576
567 op->magic = magic; 577 op->magic = magic;
568 if (op->arch) 578 if (op->arch)
569 { 579 {
570 if (op->type == ARMOUR) 580 if (op->type == ARMOUR)
571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 581 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
572 582
573 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 */
574 magic = (-magic); 584 magic = (-magic);
585
575 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 586 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
576 } 587 }
577 else 588 else
578 { 589 {
579 if (op->type == ARMOUR) 590 if (op->type == ARMOUR)
580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 591 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
592
581 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 */
582 magic = (-magic); 594 magic = (-magic);
595
583 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
584 } 597 }
585} 598}
586 599
587/* 600/*
610 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
611 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
612 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
613 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
614 */ 627 */
615void 628static void
616set_ring_bonus (object *op, int bonus) 629set_ring_bonus (object *op, int bonus)
617{ 630{
618
619 int r = rndm (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
620 632
621 if (op->type == AMULET) 633 if (op->type == AMULET)
622 { 634 {
623 if (!(rndm (21))) 635 if (!(rndm (21)))
642 case 2: 654 case 2:
643 case 3: 655 case 3:
644 case 4: 656 case 4:
645 case 5: 657 case 5:
646 case 6: 658 case 6:
647 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
648 break; 660 break;
649 661
650 case 7: 662 case 7:
651 op->stats.dam += bonus; 663 op->stats.dam += bonus;
652 break; 664 break;
746 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
747 * 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
748 * rings and amulets. 760 * rings and amulets.
749 * 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.
750 */ 762 */
751int 763static int
752get_magic (int diff) 764get_magic (int diff)
753{ 765{
754 int i; 766 int i;
755 767
756 if (diff < 3) 768 if (diff < 3)
759 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
760 if (rndm (diff)) 772 if (rndm (diff))
761 return i; 773 return i;
762 774
763 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;
764} 793}
765 794
766#define DICE2 (get_magic(2)==2?2:1) 795#define DICE2 (get_magic(2)==2?2:1)
767#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))
768 797
816 ARG_INT (flags))) 845 ARG_INT (flags)))
817 return; 846 return;
818 847
819 if (!(flags & GT_MINIMAL)) 848 if (!(flags & GT_MINIMAL))
820 { 849 {
821 if (op->arch == crown_arch) 850 if (IS_ARCH (op->arch, crown))
822 { 851 {
823 set_magic (difficulty, op, max_magic, flags); 852 set_magic (difficulty, op, max_magic, flags);
824 num_enchantments = calc_item_power (op, 1); 853 num_enchantments = calc_item_power (op, 1);
825 generate_artifact (op, difficulty); 854 generate_artifact (op, difficulty);
826 } 855 }
831 860
832 num_enchantments = calc_item_power (op, 1); 861 num_enchantments = calc_item_power (op, 1);
833 862
834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 863 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN 864 || op->type == HORN
836 || 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 */
837 * used for shop_floors or treasures */
838 generate_artifact (op, difficulty); 866 generate_artifact (op, difficulty);
839 } 867 }
840 868
841 /* Object was made an artifact. Calculate its item_power rating. 869 /* Object was made an artifact. Calculate its item_power rating.
842 * the item_power in the object is what the artfiact adds. 870 * the item_power in the object is what the artfiact adds.
876 * again below */ 904 * again below */
877 } 905 }
878 } 906 }
879 907
880 /* materialtype modifications. Note we allow this on artifacts. */ 908 /* materialtype modifications. Note we allow this on artifacts. */
881 set_materialname (op, difficulty, NULL); 909 select_material (op, difficulty);
882 910
883 if (flags & GT_MINIMAL) 911 if (flags & GT_MINIMAL)
884 { 912 {
885 if (op->type == POTION) 913 if (op->type == POTION)
886 /* Handle healing and magic power potions */ 914 /* Handle healing and magic power potions */
887 if (op->stats.sp && !op->randomitems) 915 if (op->stats.sp && !op->randomitems)
888 { 916 {
889 object *tmp;
890
891 tmp = get_archetype (spell_mapping[op->stats.sp]); 917 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
892 insert_ob_in_ob (tmp, op); 918 insert_ob_in_ob (tmp, op);
893 op->stats.sp = 0; 919 op->stats.sp = 0;
894 } 920 }
895 } 921 }
896 else if (!op->title) /* Only modify object if not special */ 922 else if (!op->title) /* Only modify object if not special */
954 SET_FLAG (op, FLAG_CURSED); 980 SET_FLAG (op, FLAG_CURSED);
955 break; 981 break;
956 } 982 }
957 983
958 case AMULET: 984 case AMULET:
959 if (op->arch == amulet_arch) 985 if (IS_ARCH (op->arch, amulet))
960 op->value *= 5; /* Since it's not just decoration */ 986 op->value *= 5; /* Since it's not just decoration */
961 987
962 case RING: 988 case RING:
963 if (op->arch == NULL)
964 {
965 op->destroy ();
966 op = 0;
967 break;
968 }
969
970 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! */
971 break; 990 break;
972 991
973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 992 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
974 SET_FLAG (op, FLAG_CURSED); 993 SET_FLAG (op, FLAG_CURSED);
975 994
995 op->value *= 5; 1014 op->value *= 5;
996 set_ring_bonus (op, d); 1015 set_ring_bonus (op, d);
997 } 1016 }
998 } 1017 }
999 1018
1000 if (GET_ANIM_ID (op)) 1019 if (op->animation_id)
1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); 1020 op->set_anim_frame (rndm (op->anim_frames ()));
1002 1021
1003 break; 1022 break;
1004 1023
1005 case BOOK: 1024 case BOOK:
1006 /* Is it an empty book?, if yes lets make a special· 1025 /* Is it an empty book?, if yes lets make a special·
1021 op->level = rndm (creator->level); 1040 op->level = rndm (creator->level);
1022 1041
1023 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);
1024 /* books w/ info are worth more! */ 1043 /* books w/ info are worth more! */
1025 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));
1026 /* creator related stuff */
1027
1028 /* for library, chained books. Note that some monsters have no_pick
1029 * set - we don't want to set no pick in that case.
1030 */
1031 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1032 SET_FLAG (op, FLAG_NO_PICK);
1033 if (creator->slaying && !op->slaying) /* for check_inv floors */
1034 op->slaying = creator->slaying;
1035 1045
1036 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1037 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;
1038 } 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;
1039 break; 1059 break;
1040 1060
1041 case SPELLBOOK: 1061 case SPELLBOOK:
1042 op->value = op->value * op->inv->value; 1062 op->value = op->value * op->inv->value;
1043 /* add exp so learning gives xp */ 1063 /* add exp so learning gives xp */
1077 * 10 time multiplier). This way, the value are a bit more reasonable. 1097 * 10 time multiplier). This way, the value are a bit more reasonable.
1078 */ 1098 */
1079 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1099 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1080 /* maxhp is used to denote how many 'charges' the rod holds before */ 1100 /* maxhp is used to denote how many 'charges' the rod holds before */
1081 if (op->stats.maxhp) 1101 if (op->stats.maxhp)
1082 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); 1102 op->stats.maxhp *= max (op->inv->stats.sp, op->inv->stats.grace);
1083 else 1103 else
1084 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); 1104 op->stats.maxhp = 2 * max (op->inv->stats.sp, op->inv->stats.grace);
1085 1105
1086 op->stats.hp = op->stats.maxhp; 1106 op->stats.hp = op->stats.maxhp;
1087 break; 1107 break;
1088 1108
1089 case SCROLL: 1109 case SCROLL:
1128 * Allocate and return the pointer to an empty artifactlist structure. 1148 * Allocate and return the pointer to an empty artifactlist structure.
1129 */ 1149 */
1130static artifactlist * 1150static artifactlist *
1131get_empty_artifactlist (void) 1151get_empty_artifactlist (void)
1132{ 1152{
1133 return salloc0 <artifactlist> (); 1153 return salloc0<artifactlist> ();
1134} 1154}
1135 1155
1136/* 1156/*
1137 * Allocate and return the pointer to an empty artifact structure. 1157 * Allocate and return the pointer to an empty artifact structure.
1138 */ 1158 */
1139static artifact * 1159static artifact *
1140get_empty_artifact (void) 1160get_empty_artifact (void)
1141{ 1161{
1142 return salloc0 <artifact> (); 1162 return salloc0<artifact> ();
1143} 1163}
1144 1164
1145/* 1165/*
1146 * 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
1147 * of objects on it. 1167 * of objects on it.
1152 for (artifactlist *al = first_artifactlist; al; al = al->next) 1172 for (artifactlist *al = first_artifactlist; al; al = al->next)
1153 if (al->type == type) 1173 if (al->type == type)
1154 return al; 1174 return al;
1155 1175
1156 return 0; 1176 return 0;
1157}
1158
1159/*
1160 * For debugging purposes. Dumps all tables.
1161 */
1162void
1163dump_artifacts (void)
1164{
1165 artifactlist *al;
1166 artifact *art;
1167 linked_char *next;
1168
1169 fprintf (logfile, "\n");
1170 for (al = first_artifactlist; al != NULL; al = al->next)
1171 {
1172 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1173 for (art = al->items; art != NULL; art = art->next)
1174 {
1175 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1176 if (art->allowed != NULL)
1177 {
1178 fprintf (logfile, "\tallowed combinations:");
1179 for (next = art->allowed; next != NULL; next = next->next)
1180 fprintf (logfile, "%s,", &next->name);
1181 fprintf (logfile, "\n");
1182 }
1183 }
1184 }
1185 fprintf (logfile, "\n");
1186}
1187
1188/*
1189 * For debugging purposes. Dumps all treasures recursively (see below).
1190 */
1191void
1192dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1193{
1194 treasurelist *tl;
1195 int i;
1196
1197 if (depth > 100)
1198 return;
1199
1200 while (t)
1201 {
1202 if (t->name)
1203 {
1204 for (i = 0; i < depth; i++)
1205 fprintf (logfile, " ");
1206
1207 fprintf (logfile, "{ (list: %s)\n", &t->name);
1208
1209 tl = treasurelist::find (t->name);
1210 if (tl)
1211 dump_monster_treasure_rec (name, tl->items, depth + 2);
1212
1213 for (i = 0; i < depth; i++)
1214 fprintf (logfile, " ");
1215
1216 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1217 }
1218 else
1219 {
1220 for (i = 0; i < depth; i++)
1221 fprintf (logfile, " ");
1222
1223 if (t->item && t->item->clone.type == FLESH)
1224 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1225 else
1226 fprintf (logfile, "%s\n", &t->item->clone.name);
1227 }
1228
1229 if (t->next_yes)
1230 {
1231 for (i = 0; i < depth; i++)
1232 fprintf (logfile, " ");
1233
1234 fprintf (logfile, " (if yes)\n");
1235 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1236 }
1237
1238 if (t->next_no)
1239 {
1240 for (i = 0; i < depth; i++)
1241 fprintf (logfile, " ");
1242
1243 fprintf (logfile, " (if no)\n");
1244 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1245 }
1246
1247 t = t->next;
1248 }
1249}
1250
1251/*
1252 * For debugging purposes. Dumps all treasures for a given monster.
1253 * Created originally by Raphael Quinet for debugging the alchemy code.
1254 */
1255void
1256dump_monster_treasure (const char *name)
1257{
1258 archetype *at;
1259 int found;
1260
1261 found = 0;
1262 fprintf (logfile, "\n");
1263
1264 for (at = first_archetype; at != NULL; at = at->next)
1265 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1266 {
1267 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1268 if (at->clone.randomitems != NULL)
1269 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1270 else
1271 fprintf (logfile, "(nothing)\n");
1272
1273 fprintf (logfile, "\n");
1274 found++;
1275 }
1276
1277 if (found == 0)
1278 fprintf (logfile, "No objects have the name %s!\n\n", name);
1279} 1177}
1280 1178
1281/* 1179/*
1282 * 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.
1283 */ 1181 */
1298 object_thawer f (filename); 1196 object_thawer f (filename);
1299 1197
1300 if (!f) 1198 if (!f)
1301 return; 1199 return;
1302 1200
1303 f.next ();
1304
1305 for (;;) 1201 for (;;)
1306 { 1202 {
1307 switch (f.kw) 1203 switch (f.kw)
1308 { 1204 {
1309 case KW_allowed: 1205 case KW_allowed:
1312 1208
1313 { 1209 {
1314 if (!strcmp (f.get_str (), "all")) 1210 if (!strcmp (f.get_str (), "all"))
1315 break; 1211 break;
1316 1212
1317 char *next, *cp = f.get_str (); 1213 const char *cp = f.get_str ();
1318 1214 char *next;
1319 do 1215 do
1320 { 1216 {
1321 if ((next = strchr (cp, ','))) 1217 if ((next = strchr (cp, ',')))
1322 *next++ = '\0'; 1218 *next++ = '\0';
1323 1219
1412#endif 1308#endif
1413 op->face = change->face; 1309 op->face = change->face;
1414 } 1310 }
1415 1311
1416 for (i = 0; i < NUM_STATS; i++) 1312 for (i = 0; i < NUM_STATS; i++)
1417 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1313 change_attr_value (&(op->stats), i, change->stats.stat (i));
1418 1314
1419 op->attacktype |= change->attacktype; 1315 op->attacktype |= change->attacktype;
1420 op->path_attuned |= change->path_attuned; 1316 op->path_attuned |= change->path_attuned;
1421 op->path_repelled |= change->path_repelled; 1317 op->path_repelled |= change->path_repelled;
1422 op->path_denied |= change->path_denied; 1318 op->path_denied |= change->path_denied;
1470 * 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
1471 * this object. 1367 * this object.
1472 */ 1368 */
1473 if (op->type == HORN || op->type == POTION) 1369 if (op->type == HORN || op->type == POTION)
1474 { 1370 {
1475 object *tmp_obj;
1476
1477 /* Remove any spells this object currently has in it */ 1371 /* Remove any spells this object currently has in it */
1478 while (op->inv)
1479 op->inv->destroy (); 1372 op->destroy_inv (false);
1480 1373
1481 tmp_obj = arch_to_object (change->other_arch); 1374 object *tmp = arch_to_object (change->other_arch);
1482 insert_ob_in_ob (tmp_obj, op); 1375 insert_ob_in_ob (tmp, op);
1483 } 1376 }
1484 /* No harm setting this for potions/horns */ 1377 /* No harm setting this for potions/horns */
1485 op->other_arch = change->other_arch; 1378 op->other_arch = change->other_arch;
1486 } 1379 }
1487 1380
1572 op->value *= change->value; 1465 op->value *= change->value;
1573 1466
1574 if (change->materials) 1467 if (change->materials)
1575 op->materials = change->materials; 1468 op->materials = change->materials;
1576 1469
1577 if (change->materialname) 1470 if (change->material != MATERIAL_NULL)
1578 op->materialname = change->materialname; 1471 op->material = change->material;
1579 1472
1580 if (change->slaying) 1473 if (change->slaying)
1581 op->slaying = change->slaying; 1474 op->slaying = change->slaying;
1582 1475
1583 if (change->race) 1476 if (change->race)
1606 name = tmp->name + 1, neg = 1; 1499 name = tmp->name + 1, neg = 1;
1607 else 1500 else
1608 name = tmp->name, neg = 0; 1501 name = tmp->name, neg = 0;
1609 1502
1610 /* If we match name, then return the opposite of 'neg' */ 1503 /* If we match name, then return the opposite of 'neg' */
1611 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)))
1612 return !neg; 1505 return !neg;
1613 1506
1614 /* 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
1615 * everything is allowed except what we match 1508 * everything is allowed except what we match
1616 */ 1509 */
1692#if 1 1585#if 1
1693 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);
1694#endif 1587#endif
1695 return; 1588 return;
1696 } 1589 }
1697 if (!strcmp (art->item->name, "NONE")) 1590
1591 if (art->item->name == shstr_NONE)
1698 return; 1592 return;
1593
1699 if (FABS (op->magic) < art->item->magic) 1594 if (fabs (op->magic) < art->item->magic)
1700 continue; /* Not magic enough to be this item */ 1595 continue; /* Not magic enough to be this item */
1701 1596
1702 /* Map difficulty not high enough */ 1597 /* Map difficulty not high enough */
1703 if (difficulty < art->difficulty) 1598 if (difficulty < art->difficulty)
1704 continue; 1599 continue;
1755 item->level = donor->level; 1650 item->level = donor->level;
1756 1651
1757 /* if donor has some attacktypes, the flesh is poisonous */ 1652 /* if donor has some attacktypes, the flesh is poisonous */
1758 if (donor->attacktype & AT_POISON) 1653 if (donor->attacktype & AT_POISON)
1759 item->type = POISON; 1654 item->type = POISON;
1655
1760 if (donor->attacktype & AT_ACID) 1656 if (donor->attacktype & AT_ACID)
1761 item->stats.hp = -1 * item->stats.food; 1657 item->stats.hp = -1 * item->stats.food;
1658
1762 SET_FLAG (item, FLAG_NO_STEAL); 1659 SET_FLAG (item, FLAG_NO_STEAL);
1763 } 1660 }
1764} 1661}
1765 1662
1766/* special_potion() - so that old potion code is still done right. */ 1663static void
1767int
1768special_potion (object *op)
1769{
1770 if (op->attacktype)
1771 return 1;
1772
1773 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1774 return 1;
1775
1776 for (int i = 0; i < NROFATTACKS; i++)
1777 if (op->resist[i])
1778 return 1;
1779
1780 return 0;
1781}
1782
1783void
1784free_treasurestruct (treasure *t) 1664free_treasurestruct (treasure *t)
1785{ 1665{
1786 if (t->next) free_treasurestruct (t->next); 1666 if (t->next) free_treasurestruct (t->next);
1787 if (t->next_yes) free_treasurestruct (t->next_yes); 1667 if (t->next_yes) free_treasurestruct (t->next_yes);
1788 if (t->next_no) free_treasurestruct (t->next_no); 1668 if (t->next_no) free_treasurestruct (t->next_no);
1789 1669
1790 delete t; 1670 delete t;
1791} 1671}
1792 1672
1793void 1673static void
1794free_charlinks (linked_char *lc) 1674free_charlinks (linked_char *lc)
1795{ 1675{
1796 if (lc->next) 1676 if (lc->next)
1797 free_charlinks (lc->next); 1677 free_charlinks (lc->next);
1798 1678
1799 delete lc; 1679 delete lc;
1800} 1680}
1801 1681
1802void 1682static void
1803free_artifact (artifact *at) 1683free_artifact (artifact *at)
1804{ 1684{
1805 if (at->next) free_artifact (at->next); 1685 if (at->next) free_artifact (at->next);
1806 if (at->allowed) free_charlinks (at->allowed); 1686 if (at->allowed) free_charlinks (at->allowed);
1807 1687
1808 at->item->destroy (1); 1688 at->item->destroy ();
1809 1689
1810 sfree (at); 1690 sfree (at);
1811} 1691}
1812 1692
1813void
1814free_artifactlist (artifactlist *al)
1815{
1816 artifactlist *nextal;
1817
1818 for (al = first_artifactlist; al; al = nextal)
1819 {
1820 nextal = al->next;
1821
1822 if (al->items)
1823 free_artifact (al->items);
1824
1825 sfree (al);
1826 }
1827}
1828
1829void
1830free_all_treasures (void)
1831{
1832 treasurelist *tl, *next;
1833
1834 for (tl = first_treasurelist; tl; tl = next)
1835 {
1836 clear (tl);
1837
1838 next = tl->next;
1839 delete tl;
1840 }
1841
1842 free_artifactlist (first_artifactlist);
1843}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines