--- deliantra/server/common/treasure.C 2006/08/30 06:06:27 1.5
+++ deliantra/server/common/treasure.C 2008/09/29 10:31:32 1.81
@@ -1,34 +1,26 @@
-
/*
- * static char *rcs_treasure_c =
- * "$Id: treasure.C,v 1.5 2006/08/30 06:06:27 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
-#define ALLOWED_COMBINATION
-
/* TREASURE_DEBUG does some checking on the treasurelists after loading.
* It is useful for finding bugs in the treasures file. Since it only
* slows the startup some (and not actual game play), it is by default
@@ -37,229 +29,202 @@
#define TREASURE_DEBUG
/* TREASURE_VERBOSE enables copious output concerning artifact generation */
-/* #define TREASURE_VERBOSE */
-
+
+//#define TREASURE_VERBOSE
+
#include
#include
-#include
#include
-
-static void change_treasure(treasure *t, object *op); /* overrule default values */
extern char *spell_mapping[];
-/*
- * Initialize global archtype pointers:
- */
+static treasurelist *first_treasurelist;
-void init_archetype_pointers() {
- int prev_warn = warn_archetypes;
- warn_archetypes = 1;
- if (ring_arch == NULL)
- ring_arch = find_archetype("ring");
- if (amulet_arch == NULL)
- amulet_arch = find_archetype("amulet");
- if (staff_arch == NULL)
- staff_arch = find_archetype("staff");
- if (crown_arch == NULL)
- crown_arch = find_archetype("crown");
- warn_archetypes = prev_warn;
-}
+static void change_treasure (treasure *t, object *op); /* overrule default values */
-/*
- * Allocate and return the pointer to an empty treasurelist structure.
- */
+typedef std::tr1::unordered_map<
+ const char *,
+ treasurelist *,
+ str_hash,
+ str_equal,
+ slice_allocator< std::pair >
+> tl_map_t;
-static treasurelist *get_empty_treasurelist(void) {
- treasurelist *tl = (treasurelist *) malloc(sizeof(treasurelist));
- if(tl==NULL)
- fatal(OUT_OF_MEMORY);
- memset(tl, 0, sizeof(treasurelist));
- return tl;
-}
+static tl_map_t tl_map;
/*
- * Allocate and return the pointer to an empty treasure structure.
+ * Searches for the given treasurelist
*/
+treasurelist *
+treasurelist::find (const char *name)
+{
+ if (!name)
+ return 0;
+
+ auto (i, tl_map.find (name));
+
+ if (i == tl_map.end ())
+ return 0;
-static treasure *get_empty_treasure(void) {
- treasure *t = (treasure *) calloc(1,sizeof(treasure));
- if(t==NULL)
- fatal(OUT_OF_MEMORY);
- t->item=NULL;
- t->name=NULL;
- t->next=NULL;
- t->next_yes=NULL;
- t->next_no=NULL;
- t->chance=100;
- t->magic=0;
- t->nrof=0;
- return t;
+ return i->second;
}
/*
- * Reads the lib/treasure file from disk, and parses the contents
- * into an internal treasure structure (very linked lists)
+ * Searches for the given treasurelist in the globally linked list
+ * of treasurelists which has been built by load_treasures().
*/
+treasurelist *
+treasurelist::get (const char *name)
+{
+ treasurelist *tl = find (name);
-static treasure *load_treasure(FILE *fp, int *line) {
- char buf[MAX_BUF], *cp, variable[MAX_BUF];
- treasure *t=get_empty_treasure();
- int value;
-
- nroftreasures++;
- while(fgets(buf,MAX_BUF,fp)!=NULL) {
- (*line)++;
+ if (!tl)
+ {
+ tl = new treasurelist;
- if(*buf=='#')
- continue;
- if((cp=strchr(buf,'\n'))!=NULL)
- *cp='\0';
- cp=buf;
- while(isspace(*cp)) /* Skip blanks */
- cp++;
-
- if(sscanf(cp,"arch %s",variable)) {
- if((t->item=find_archetype(variable))==NULL)
- LOG(llevError,"Treasure lacks archetype: %s\n",variable);
- } else if (sscanf(cp, "list %s", variable))
- t->name = add_string(variable);
- else if (sscanf(cp, "change_name %s", variable))
- t->change_arch.name = add_string(variable);
- else if (sscanf(cp, "change_title %s", variable))
- t->change_arch.title = add_string(variable);
- else if (sscanf(cp, "change_slaying %s", variable))
- t->change_arch.slaying = add_string(variable);
- else if(sscanf(cp,"chance %d",&value))
- t->chance=(uint8) value;
- else if(sscanf(cp,"nrof %d",&value))
- t->nrof=(uint16) value;
- else if(sscanf(cp,"magic %d",&value))
- t->magic=(uint8) value;
- else if(!strcmp(cp,"yes"))
- t->next_yes=load_treasure(fp, line);
- else if(!strcmp(cp,"no"))
- t->next_no=load_treasure(fp, line);
- else if(!strcmp(cp,"end"))
- return t;
- else if(!strcmp(cp,"more")) {
- t->next=load_treasure(fp, line);
- return t;
- } else
- LOG(llevError,"Unknown treasure-command: '%s', last entry %s, line %d\n",
- cp,t->name?t->name:"null", *line);
+ tl->name = name;
+ tl->next = first_treasurelist;
+ first_treasurelist = tl;
+
+ tl_map.insert (std::make_pair (tl->name, tl));
}
- LOG(llevError,"treasure lacks 'end'.\n");
- return t;
+
+ return tl;
+}
+
+//TODO: class method
+void
+clear (treasurelist *tl)
+{
+ if (tl->items)
+ {
+ free_treasurestruct (tl->items);
+ tl->items = 0;
+ }
+
+ tl->total_chance = 0;
}
#ifdef TREASURE_DEBUG
/* recursived checks the linked list. Treasurelist is passed only
* so that the treasure name can be printed out
*/
-static void check_treasurelist(const treasure *t, const treasurelist *tl)
+static void
+check_treasurelist (const treasure *t, const treasurelist * tl)
{
- if (t->item==NULL && t->name==NULL)
- LOG(llevError,"Treasurelist %s has element with no name or archetype\n", tl->name);
- if (t->chance>=100 && t->next_yes && (t->next || t->next_no))
- LOG(llevError,"Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n",
- tl->name);
- /* find_treasurelist will print out its own error message */
- if (t->name && strcmp(t->name,"NONE"))
- (void) find_treasurelist(t->name);
- if (t->next) check_treasurelist(t->next, tl);
- if (t->next_yes) check_treasurelist(t->next_yes,tl);
- if (t->next_no) check_treasurelist(t->next_no, tl);
+ if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
+ LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
+
+ if (t->next)
+ check_treasurelist (t->next, tl);
+
+ if (t->next_yes)
+ check_treasurelist (t->next_yes, tl);
+
+ if (t->next_no)
+ check_treasurelist (t->next_no, tl);
}
#endif
/*
- * Opens LIBDIR/treasure and reads all treasure-declarations from it.
- * Each treasure is parsed with the help of load_treasure().
+ * Reads the lib/treasure file from disk, and parses the contents
+ * into an internal treasure structure (very linked lists)
*/
+static treasure *
+read_treasure (object_thawer &f)
+{
+ treasure *t = new treasure;
-void load_treasures(void) {
- FILE *fp;
- char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
- treasurelist *previous=NULL;
- treasure *t;
- int comp, line=0;
-
- sprintf(filename,"%s/%s",settings.datadir,settings.treasures);
- if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
- LOG(llevError,"Can't open treasure file.\n");
- return;
- }
- while(fgets(buf,MAX_BUF,fp)!=NULL) {
- line++;
- if(*buf=='#')
- continue;
+ f.next ();
- if(sscanf(buf,"treasureone %s\n",name) || sscanf(buf,"treasure %s\n",name)) {
- treasurelist *tl=get_empty_treasurelist();
- tl->name=add_string(name);
- if(previous==NULL)
- first_treasurelist=tl;
- else
- previous->next=tl;
- previous=tl;
- tl->items=load_treasure(fp, &line);
-
- /* This is a one of the many items on the list should be generated.
- * Add up the chance total, and check to make sure the yes & no
- * fields of the treasures are not being used.
- */
- if (!strncmp(buf,"treasureone",11)) {
- for (t=tl->items; t!=NULL; t=t->next) {
-#ifdef TREASURE_DEBUG
- if (t->next_yes || t->next_no) {
- LOG(llevError,"Treasure %s is one item, but on treasure %s\n",
- tl->name, t->item ? t->item->name : t->name);
- LOG(llevError," the next_yes or next_no field is set\n");
- }
-#endif
- tl->total_chance += t->chance;
- }
- }
- } else
- LOG(llevError,"Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
+ for (;;)
+ {
+ coroapi::cede_to_tick ();
+
+ switch (f.kw)
+ {
+ case KW_arch:
+ t->item = archetype::find (f.get_str ());
+
+ if (!t->item)
+ {
+ f.parse_warn ("treasure references unknown archetype");
+ t->item = archetype::empty;
+ }
+
+ break;
+
+ case KW_list: f.get (t->name); break;
+ case KW_change_name: f.get (t->change_arch.name); break;
+ case KW_change_title: f.get (t->change_arch.title); break;
+ case KW_change_slaying: f.get (t->change_arch.slaying); break;
+ case KW_chance: f.get (t->chance); break;
+ case KW_nrof: f.get (t->nrof); break;
+ case KW_magic: f.get (t->magic); break;
+
+ case KW_yes: t->next_yes = read_treasure (f); continue;
+ case KW_no: t->next_no = read_treasure (f); continue;
+
+ case KW_end:
+ f.next ();
+ return t;
+
+ case KW_more:
+ t->next = read_treasure (f);
+ return t;
+
+ default:
+ if (!f.parse_error ("treasurelist", t->name))
+ goto error;
+
+ return t;
+ }
+
+ f.next ();
}
- close_and_delete(fp, comp);
-#ifdef TREASURE_DEBUG
- /* Perform some checks on how valid the treasure data actually is.
- * verify that list transitions work (ie, the list that it is supposed
- * to transition to exists). Also, verify that at least the name
- * or archetype is set for each treasure element.
- */
- for (previous=first_treasurelist; previous!=NULL; previous=previous->next)
- check_treasurelist(previous->items, previous);
-#endif
+ // not reached
+
+error:
+ delete t;
+ return 0;
}
/*
- * Searches for the given treasurelist in the globally linked list
- * of treasurelists which has been built by load_treasures().
+ * Each treasure is parsed with the help of load_treasure().
*/
+treasurelist *
+treasurelist::read (object_thawer &f)
+{
+ assert (f.kw == KW_treasure || f.kw == KW_treasureone);
-treasurelist *find_treasurelist(const char *name) {
- const char *tmp=find_string(name);
- treasurelist *tl;
-
- /* Special cases - randomitems of none is to override default. If
- * first_treasurelist is null, it means we are on the first pass of
- * of loading archetyps, so for now, just return - second pass will
- * init these values.
+ bool one = f.kw == KW_treasureone;
+ treasurelist *tl = treasurelist::get (f.get_str ());
+ clear (tl);
+ tl->items = read_treasure (f);
+ if (!tl->items)
+ return 0;
+
+ /* This is a one of the many items on the list should be generated.
+ * Add up the chance total, and check to make sure the yes & no
+ * fields of the treasures are not being used.
*/
- if (!strcmp(name,"none") || (!first_treasurelist)) return NULL;
- if(tmp!=NULL)
- for(tl=first_treasurelist;tl!=NULL;tl=tl->next)
- if(tmp==tl->name)
- return tl;
- LOG(llevError,"Couldn't find treasurelist %s\n",name);
- return NULL;
-}
+ if (one)
+ {
+ for (treasure *t = tl->items; t; t = t->next)
+ {
+ if (t->next_yes || t->next_no)
+ {
+ LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
+ LOG (llevError, " the next_yes or next_no field is set\n");
+ }
+ tl->total_chance += t->chance;
+ }
+ }
+
+ return tl;
+}
/*
* Generates the objects specified by the given treasure.
@@ -272,127 +237,154 @@
* abilities. This is used by summon spells, thus no summoned monsters
* start with equipment, but only their abilities).
*/
+static void
+put_treasure (object *op, object *creator, int flags)
+{
+ if (flags & GT_ENVIRONMENT)
+ {
+ /* Bit of a hack - spells should never be put onto the map. The entire
+ * treasure stuff is a problem - there is no clear idea of knowing
+ * this is the original object, or if this is an object that should be created
+ * by another object.
+ */
+ //TODO: flag such as objects... as such (no drop, anybody?)
+ if (op->type == SPELL)
+ {
+ op->destroy (true);
+ return;
+ }
+ op->expand_tail ();
-static void put_treasure (object *op, object *creator, int flags)
-{
- object *tmp;
+ if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
+ op->destroy (true);
+ else
+ {
+ SET_FLAG (op, FLAG_OBJ_ORIGINAL);
+ op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
+ }
+ }
+ else
+ {
+ op = creator->insert (op);
- /* Bit of a hack - spells should never be put onto the map. The entire
- * treasure stuff is a problem - there is no clear idea of knowing
- * this is the original object, or if this is an object that should be created
- * by another object.
- */
- if (flags & GT_ENVIRONMENT && op->type != SPELL) {
- op->x = creator->x;
- op->y = creator->y;
- SET_FLAG(op, FLAG_OBJ_ORIGINAL);
- insert_ob_in_map (op, creator->map,op,INS_NO_MERGE | INS_NO_WALK_ON);
- } else {
- op = insert_ob_in_ob (op, creator);
- if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
- monster_check_apply(creator, op);
- if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL)
- esrv_send_item(tmp, op);
+ if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
+ monster_check_apply (creator, op);
}
}
/* if there are change_xxx commands in the treasure, we include the changes
* in the generated object
*/
-static void change_treasure(treasure *t, object *op)
+static void
+change_treasure (treasure *t, object *op)
{
- /* CMD: change_name xxxx */
- if(t->change_arch.name)
+ /* CMD: change_name xxxx */
+ if (t->change_arch.name)
{
- FREE_AND_COPY(op->name, t->change_arch.name);
- /* not great, but better than something that is completely wrong */
- FREE_AND_COPY(op->name_pl, t->change_arch.name);
- }
-
- if(t->change_arch.title)
- {
- if(op->title)
- free_string(op->title);
- op->title = add_string(t->change_arch.title);
+ op->name = t->change_arch.name;
+ op->name_pl = t->change_arch.name;
}
- if(t->change_arch.slaying)
- {
- if(op->slaying)
- free_string(op->slaying);
- op->slaying = add_string(t->change_arch.slaying);
- }
-
+ if (t->change_arch.title)
+ op->title = t->change_arch.title;
+
+ if (t->change_arch.slaying)
+ op->slaying = t->change_arch.slaying;
}
-void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) {
- object *tmp;
+static void
+create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
+{
+ if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
+ {
+ if (t->name)
+ {
+ if (difficulty >= t->magic)
+ if (treasurelist *tl = treasurelist::find (t->name))
+ create_treasure (tl, op, flag, difficulty, tries);
+ else
+ LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
+ }
+ else
+ {
+ if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
+ {
+ object *tmp = arch_to_object (t->item);
+ if (t->nrof && tmp->nrof <= 1)
+ tmp->nrof = rndm (t->nrof) + 1;
- if((int)t->chance >= 100 || (RANDOM()%100 + 1) < (int) t->chance) {
- if (t->name) {
- if (strcmp(t->name,"NONE") && difficulty>=t->magic)
- create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
- }
- else {
- if(t->item->clone.invisible != 0 || ! (flag & GT_INVISIBLE)) {
- tmp=arch_to_object(t->item);
- if(t->nrof&&tmp->nrof<=1)
- tmp->nrof = RANDOM()%((int) t->nrof) + 1;
- fix_generated_item (tmp, op, difficulty, t->magic, flag);
- change_treasure(t, tmp);
- put_treasure (tmp, op, flag);
- }
+ fix_generated_item (tmp, op, difficulty, t->magic, flag);
+ change_treasure (t, tmp);
+ put_treasure (tmp, op, flag);
+ }
+ }
+
+ if (t->next_yes)
+ create_all_treasures (t->next_yes, op, flag, difficulty, tries);
}
- if(t->next_yes!=NULL)
- create_all_treasures(t->next_yes,op,flag,difficulty, tries);
- } else
- if(t->next_no!=NULL)
- create_all_treasures(t->next_no,op,flag,difficulty,tries);
- if(t->next!=NULL)
- create_all_treasures(t->next,op,flag,difficulty, tries);
+ else if (t->next_no)
+ create_all_treasures (t->next_no, op, flag, difficulty, tries);
+
+ if (t->next)
+ create_all_treasures (t->next, op, flag, difficulty, tries);
}
-void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty,
- int tries)
+static void
+create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
{
- int value = RANDOM() % tl->total_chance;
- treasure *t;
+ int value = rndm (tl->total_chance);
+ treasure *t;
- if (tries++>100) {
- LOG(llevDebug,"create_one_treasure: tries exceeded 100, returning without making treasure\n");
- return;
- }
- for (t=tl->items; t!=NULL; t=t->next) {
- value -= t->chance;
- if (value<0) break;
+ if (tries++ > 100)
+ {
+ LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
+ return;
}
- if (!t || value>=0) {
- LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n");
- abort();
- return;
+ for (t = tl->items; t; t = t->next)
+ {
+ value -= t->chance;
+
+ if (value < 0)
+ break;
}
- if (t->name) {
- if (!strcmp(t->name,"NONE")) return;
- if (difficulty>=t->magic)
- create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries);
- else if (t->nrof)
- create_one_treasure(tl, op, flag, difficulty, tries);
- return;
+
+ if (!t || value >= 0)
+ cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
+
+ if (t->name)
+ {
+ if (difficulty >= t->magic)
+ {
+ treasurelist *tl = treasurelist::find (t->name);
+ if (tl)
+ create_treasure (tl, op, flag, difficulty, tries);
+ }
+ else if (t->nrof)
+ create_one_treasure (tl, op, flag, difficulty, tries);
}
- if((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) {
- object *tmp=arch_to_object(t->item);
- if (!tmp) return;
- if(t->nrof && tmp->nrof<=1)
- tmp->nrof = RANDOM()%((int) t->nrof) + 1;
- fix_generated_item (tmp, op, difficulty, t->magic, flag);
- change_treasure(t, tmp);
- put_treasure (tmp, op, flag);
+ else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
+ {
+ if (object *tmp = arch_to_object (t->item))
+ {
+ if (t->nrof && tmp->nrof <= 1)
+ tmp->nrof = rndm (t->nrof) + 1;
+
+ fix_generated_item (tmp, op, difficulty, t->magic, flag);
+ change_treasure (t, tmp);
+ put_treasure (tmp, op, flag);
+ }
}
}
+void
+object::create_treasure (treasurelist *tl, int flags)
+{
+ ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
+}
+
/* This calls the appropriate treasure creation function. tries is passed
* to determine how many list transitions or attempts to create treasure
* have been made. It is really in place to prevent infinite loops with
@@ -400,18 +392,32 @@
* created on weak maps, because it will exceed the number of allowed tries
* to do that.
*/
-void create_treasure(treasurelist *t, object *op, int flag, int difficulty,
- int tries)
+void
+create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
{
+ // empty treasurelists are legal
+ if (!tl->items)
+ return;
- if (tries++>100) {
- LOG(llevDebug,"createtreasure: tries exceeded 100, returning without making treasure\n");
+ if (tries++ > 100)
+ {
+ LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
+ return;
+ }
+
+ if (op->flag [FLAG_TREASURE_ENV])
+ {
+ // do not generate items when there already is something above the object
+ if (op->flag [FLAG_IS_FLOOR] && op->above)
return;
+
+ flag |= GT_ENVIRONMENT;
}
- if (t->total_chance)
- create_one_treasure(t, op, flag,difficulty, tries);
- else
- create_all_treasures(t->items, op, flag, difficulty, tries);
+
+ if (tl->total_chance)
+ create_one_treasure (tl, op, flag, difficulty, tries);
+ else
+ create_all_treasures (tl->items, op, flag, difficulty, tries);
}
/* This is similar to the old generate treasure function. However,
@@ -419,20 +425,26 @@
* create_treasure. We create a dummy object that the treasure gets
* inserted into, and then return that treausre
*/
-object *generate_treasure(treasurelist *t, int difficulty)
+object *
+generate_treasure (treasurelist *tl, int difficulty)
{
- object *ob = get_object(), *tmp;
+ difficulty = clamp (difficulty, 1, settings.max_level);
- create_treasure(t, ob, 0, difficulty, 0);
+ object *ob = object::create ();
- /* Don't want to free the object we are about to return */
- tmp = ob->inv;
- if (tmp!=NULL) remove_ob(tmp);
- if (ob->inv) {
- LOG(llevError,"In generate treasure, created multiple objects.\n");
- }
- free_object(ob);
- return tmp;
+ create_treasure (tl, ob, 0, difficulty, 0);
+
+ /* Don't want to free the object we are about to return */
+ object *tmp = ob->inv;
+ if (tmp)
+ tmp->remove ();
+
+ if (ob->inv)
+ LOG (llevError, "In generate treasure, created multiple objects.\n");
+
+ ob->destroy (true);
+
+ return tmp;
}
/*
@@ -442,70 +454,63 @@
* magical bonus "wanted".
*/
-static int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] =
-{
-/*chance of magic difficulty*/
-/* +0 +1 +2 +3 +4 */
- { 95, 2, 2, 1, 0 }, /*1*/
- { 92, 5, 2, 1, 0 }, /*2*/
- { 85,10, 4, 1, 0 }, /*3*/
- { 80,14, 4, 2, 0 }, /*4*/
- { 75,17, 5, 2, 1 }, /*5*/
- { 70,18, 8, 3, 1 }, /*6*/
- { 65,21,10, 3, 1 }, /*7*/
- { 60,22,12, 4, 2 }, /*8*/
- { 55,25,14, 4, 2 }, /*9*/
- { 50,27,16, 5, 2 }, /*10*/
- { 45,28,18, 6, 3 }, /*11*/
- { 42,28,20, 7, 3 }, /*12*/
- { 40,27,21, 8, 4 }, /*13*/
- { 38,25,22,10, 5 }, /*14*/
- { 36,23,23,12, 6 }, /*15*/
- { 33,21,24,14, 8 }, /*16*/
- { 31,19,25,16, 9 }, /*17*/
- { 27,15,30,18,10 }, /*18*/
- { 20,12,30,25,13 }, /*19*/
- { 15,10,28,30,17 }, /*20*/
- { 13, 9,27,28,23 }, /*21*/
- { 10, 8,25,28,29 }, /*22*/
- { 8, 7,23,26,36 }, /*23*/
- { 6, 6,20,22,46 }, /*24*/
- { 4, 5,17,18,56 }, /*25*/
- { 2, 4,12,14,68 }, /*26*/
- { 0, 3, 7,10,80 }, /*27*/
- { 0, 0, 3, 7,90 }, /*28*/
- { 0, 0, 0, 3,97 }, /*29*/
- { 0, 0, 0, 0,100}, /*30*/
- { 0, 0, 0, 0,100}, /*31*/
+static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
+// chance of magic difficulty
+// +0 +1 +2 +3 +4
+ {95, 2, 2, 1, 0}, // 1
+ {92, 5, 2, 1, 0}, // 2
+ {85, 10, 4, 1, 0}, // 3
+ {80, 14, 4, 2, 0}, // 4
+ {75, 17, 5, 2, 1}, // 5
+ {70, 18, 8, 3, 1}, // 6
+ {65, 21, 10, 3, 1}, // 7
+ {60, 22, 12, 4, 2}, // 8
+ {55, 25, 14, 4, 2}, // 9
+ {50, 27, 16, 5, 2}, // 10
+ {45, 28, 18, 6, 3}, // 11
+ {42, 28, 20, 7, 3}, // 12
+ {40, 27, 21, 8, 4}, // 13
+ {38, 25, 22, 10, 5}, // 14
+ {36, 23, 23, 12, 6}, // 15
+ {33, 21, 24, 14, 8}, // 16
+ {31, 19, 25, 16, 9}, // 17
+ {27, 15, 30, 18, 10}, // 18
+ {20, 12, 30, 25, 13}, // 19
+ {15, 10, 28, 30, 17}, // 20
+ {13, 9, 27, 28, 23}, // 21
+ {10, 8, 25, 28, 29}, // 22
+ { 8, 7, 23, 26, 36}, // 23
+ { 6, 6, 20, 22, 46}, // 24
+ { 4, 5, 17, 18, 56}, // 25
+ { 2, 4, 12, 14, 68}, // 26
+ { 0, 3, 7, 10, 80}, // 27
+ { 0, 0, 3, 7, 90}, // 28
+ { 0, 0, 0, 3, 97}, // 29
+ { 0, 0, 0, 0, 100}, // 30
+ { 0, 0, 0, 0, 100}, // 31
};
-
/* calculate the appropriate level for wands staves and scrolls.
* This code presumes that op has had its spell object created (in op->inv)
*
* elmex Wed Aug 9 17:44:59 CEST 2006:
* Removed multiplicator, too many high-level items were generated on low-difficulty maps.
*/
-
-int level_for_item (const object *op, int difficulty)
+int
+level_for_item (const object *op, int difficulty)
{
- int mult = 0, olevel = 0;
-
if (!op->inv)
{
- LOG(llevError,"level_for_item: Object %s has no inventory!\n", op->name);
- return 0;
+ LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
+ return 0;
}
- olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2));
+ int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
if (olevel <= 0)
- olevel = rndm (1, MIN (op->inv->level, 1));
+ olevel = rndm (1, op->inv->level);
- if (olevel > MAXLEVEL)
- olevel = MAXLEVEL;
-
- return olevel;
+ return min (olevel, MAXLEVEL);
}
/*
@@ -518,23 +523,23 @@
* weird integer between 1-31.
*
*/
-
-int magic_from_difficulty(int difficulty)
+int
+magic_from_difficulty (int difficulty)
{
int percent = 0, magic = 0;
int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
scaled_diff--;
- if(scaled_diff < 0)
+ if (scaled_diff < 0)
scaled_diff = 0;
if (scaled_diff >= DIFFLEVELS)
- scaled_diff = DIFFLEVELS-1;
+ scaled_diff = DIFFLEVELS - 1;
- percent = RANDOM()%100;
+ percent = rndm (100);
- for(magic = 0; magic < (MAXMAGIC + 1); magic++)
+ for (magic = 0; magic < (MAXMAGIC + 1); magic++)
{
percent -= difftomagic_list[scaled_diff][magic];
@@ -544,11 +549,11 @@
if (magic == (MAXMAGIC + 1))
{
- LOG(llevError,"Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
+ LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
magic = 0;
}
- magic = (RANDOM() % 3) ? magic : -magic;
+ magic = (rndm (3)) ? magic : -magic;
/* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
return magic;
@@ -561,25 +566,33 @@
* to make it truly absolute.
*/
-void set_abs_magic(object *op, int magic) {
- if(!magic)
+void
+set_abs_magic (object *op, int magic)
+{
+ if (!magic)
return;
- op->magic=magic;
- if (op->arch) {
- if (op->type == ARMOUR)
- ARMOUR_SPEED(op)=(ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100;
-
- if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
- magic = (-magic);
- op->weight = (op->arch->clone.weight*(100-magic*10))/100;
- } else {
- if(op->type==ARMOUR)
- ARMOUR_SPEED(op)=(ARMOUR_SPEED(op)*(100+magic*10))/100;
- if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */
- magic = (-magic);
- op->weight=(op->weight*(100-magic*10))/100;
- }
+ op->magic = magic;
+ if (op->arch)
+ {
+ if (op->type == ARMOUR)
+ ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
+
+ if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
+ magic = (-magic);
+
+ op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
+ }
+ else
+ {
+ if (op->type == ARMOUR)
+ ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
+
+ if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
+ magic = (-magic);
+
+ op->weight = (op->weight * (100 - magic * 10)) / 100;
+ }
}
/*
@@ -587,17 +600,19 @@
* the given difficulty, and the given max possible bonus.
*/
-static void set_magic (int difficulty, object *op, int max_magic, int flags)
+static void
+set_magic (int difficulty, object *op, int max_magic, int flags)
{
int i;
- i = magic_from_difficulty(difficulty);
+
+ i = magic_from_difficulty (difficulty);
if ((flags & GT_ONLY_GOOD) && i < 0)
- i = -i;
- if(i > max_magic)
+ i = -i;
+ if (i > max_magic)
i = max_magic;
- set_abs_magic(op,i);
+ set_abs_magic (op, i);
if (i < 0)
- SET_FLAG(op, FLAG_CURSED);
+ SET_FLAG (op, FLAG_CURSED);
}
/*
@@ -608,27 +623,31 @@
* other bonuses previously rolled and ones the item might natively have.
* 2) Add code to deal with new PR method.
*/
+void
+set_ring_bonus (object *op, int bonus)
+{
-void set_ring_bonus(object *op,int bonus) {
-
- int r=RANDOM()%(bonus>0?25:11);
+ int r = rndm (bonus > 0 ? 25 : 11);
- if(op->type==AMULET) {
- if(!(RANDOM()%21))
- r=20+RANDOM()%2;
- else {
- if(RANDOM()&2)
- r=10;
- else
- r=11+RANDOM()%9;
+ if (op->type == AMULET)
+ {
+ if (!(rndm (21)))
+ r = 20 + rndm (2);
+ else
+ {
+ if (rndm (2))
+ r = 10;
+ else
+ r = 11 + rndm (9);
}
}
- switch(r) {
- /* Redone by MSW 2000-11-26 to have much less code. Also,
- * bonuses and penalties will stack and add to existing values.
- * of the item.
- */
+ switch (r)
+ {
+ /* Redone by MSW 2000-11-26 to have much less code. Also,
+ * bonuses and penalties will stack and add to existing values.
+ * of the item.
+ */
case 0:
case 1:
case 2:
@@ -636,26 +655,26 @@
case 4:
case 5:
case 6:
- set_attr_value(&op->stats, r, (signed char)(bonus + get_attr_value(&op->stats,r)));
- break;
+ op->stats.stat (r) += bonus;
+ break;
case 7:
- op->stats.dam+=bonus;
- break;
+ op->stats.dam += bonus;
+ break;
case 8:
- op->stats.wc+=bonus;
- break;
+ op->stats.wc += bonus;
+ break;
case 9:
- op->stats.food+=bonus; /* hunger/sustenance */
- break;
+ op->stats.food += bonus; /* hunger/sustenance */
+ break;
case 10:
- op->stats.ac+=bonus;
- break;
+ op->stats.ac += bonus;
+ break;
- /* Item that gives protections/vulnerabilities */
+ /* Item that gives protections/vulnerabilities */
case 11:
case 12:
case 13:
@@ -664,60 +683,72 @@
case 16:
case 17:
case 18:
- case 19:
- {
- int b=5+FABS(bonus),val,resist=RANDOM() % num_resist_table;
+ case 19:
+ {
+ int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
/* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
- val = 10 + RANDOM() % b + RANDOM() % b + RANDOM() % b + RANDOM() % b;
+ val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
/* Cursed items need to have higher negative values to equal out with
* positive values for how protections work out. Put another
* little random element in since that they don't always end up with
* even values.
*/
- if (bonus<0) val = 2*-val - RANDOM() % b;
- if (val>35) val=35; /* Upper limit */
- b=0;
- while (op->resist[resist_table[resist]]!=0 && b<4) {
- resist=RANDOM() % num_resist_table;
- }
- if (b==4) return; /* Not able to find a free resistance */
+ if (bonus < 0)
+ val = 2 * -val - rndm (b);
+ if (val > 35)
+ val = 35; /* Upper limit */
+ b = 0;
+
+ while (op->resist[resist_table[resist]] != 0 && b < 4)
+ resist = rndm (num_resist_table);
+
+ if (b == 4)
+ return; /* Not able to find a free resistance */
+
op->resist[resist_table[resist]] = val;
/* We should probably do something more clever here to adjust value
* based on how good a resistance we gave.
*/
break;
- }
+ }
case 20:
- if(op->type==AMULET) {
- SET_FLAG(op,FLAG_REFL_SPELL);
- op->value*=11;
- } else {
- op->stats.hp=1; /* regenerate hit points */
- op->value*=4;
+ if (op->type == AMULET)
+ {
+ SET_FLAG (op, FLAG_REFL_SPELL);
+ op->value *= 11;
}
- break;
+ else
+ {
+ op->stats.hp = 1; /* regenerate hit points */
+ op->value *= 4;
+ }
+ break;
case 21:
- if(op->type==AMULET) {
- SET_FLAG(op,FLAG_REFL_MISSILE);
- op->value*=9;
- } else {
- op->stats.sp=1; /* regenerate spell points */
- op->value*=3;
+ if (op->type == AMULET)
+ {
+ SET_FLAG (op, FLAG_REFL_MISSILE);
+ op->value *= 9;
}
- break;
+ else
+ {
+ op->stats.sp = 1; /* regenerate spell points */
+ op->value *= 3;
+ }
+ break;
case 22:
- op->stats.exp+=bonus; /* Speed! */
- op->value=(op->value*2)/3;
- break;
+ op->stats.exp += bonus; /* Speed! */
+ op->value = (op->value * 2) / 3;
+ break;
}
- if(bonus>0)
- op->value*=2*bonus;
- else
- op->value= -(op->value*2*bonus)/3;
+
+ if (bonus > 0)
+ op->value *= 2 * bonus;
+ else
+ op->value = -(op->value * 2 * bonus) / 3;
}
/*
@@ -728,28 +759,35 @@
* rings and amulets.
* Another scheme is used to calculate the magic of weapons and armours.
*/
-
-int get_magic(int diff) {
+int
+get_magic (int diff)
+{
int i;
- if(diff<3)
- diff=3;
- for(i=0;i<4;i++)
- if(RANDOM()%diff) return i;
+
+ if (diff < 3)
+ diff = 3;
+
+ for (i = 0; i < 4; i++)
+ if (rndm (diff))
+ return i;
+
return 4;
}
#define DICE2 (get_magic(2)==2?2:1)
-#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3)
+#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
/*
* fix_generated_item(): This is called after an item is generated, in
* order to set it up right. This produced magical bonuses, puts spells
* into scrolls/books/wands, makes it unidentified, hides the value, etc.
*/
+
/* 4/28/96 added creator object from which op may now inherit properties based on
* op->type. Right now, which stuff the creator passes on is object type
* dependant. I know this is a spagetti manuever, but is there a cleaner
* way to do this? b.t. */
+
/*
* ! (flags & GT_ENVIRONMENT):
* Automatically calls fix_flesh_item().
@@ -761,9 +799,8 @@
* a working object - don't change magic, value, etc, but set it material
* type as appropriate, for objects that need spell objects, set those, etc
*/
-
-void fix_generated_item (object * op, object * creator, int difficulty,
- int max_magic, int flags)
+void
+fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
{
int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
@@ -776,22 +813,23 @@
if (op->randomitems && op->type != SPELL)
{
- create_treasure (op->randomitems, op, flags, difficulty, 0);
- if (!op->inv)
- LOG (llevDebug,
- "fix_generated_item: Unable to generate treasure for %s\n",
- op->name);
-
+ create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
/* So the treasure doesn't get created again */
- op->randomitems = NULL;
+ op->randomitems = 0;
}
if (difficulty < 1)
difficulty = 1;
+ if (INVOKE_OBJECT (ADD_BONUS, op,
+ ARG_OBJECT (creator != op ? creator : 0),
+ ARG_INT (difficulty), ARG_INT (max_magic),
+ ARG_INT (flags)))
+ return;
+
if (!(flags & GT_MINIMAL))
{
- if (op->arch == crown_arch)
+ if (IS_ARCH (op->arch, crown))
{
set_magic (difficulty, op, max_magic, flags);
num_enchantments = calc_item_power (op, 1);
@@ -804,10 +842,9 @@
num_enchantments = calc_item_power (op, 1);
- if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT))
+ if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
|| op->type == HORN
- || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
- * used for shop_floors or treasures */
+ || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
generate_artifact (op, difficulty);
}
@@ -824,11 +861,9 @@
* being somewhat of a bonus
*/
if (save_item_power)
- op->item_power =
- save_item_power + get_power_from_ench (op->item_power);
+ op->item_power = save_item_power + get_power_from_ench (op->item_power);
else
- op->item_power =
- get_power_from_ench (op->item_power + num_enchantments);
+ op->item_power = get_power_from_ench (op->item_power + num_enchantments);
}
else if (save_item_power)
{
@@ -846,9 +881,9 @@
* item_power value.
* - gros, 21th of July 2006.
*/
- op->item_power = calc_item_power(op,0);
- save_item_power = op->item_power; /* Just in case it would get used
- * again below */
+ op->item_power = calc_item_power (op, 0);
+ save_item_power = op->item_power; /* Just in case it would get used
+ * again below */
}
}
@@ -861,9 +896,7 @@
/* Handle healing and magic power potions */
if (op->stats.sp && !op->randomitems)
{
- object *tmp;
-
- tmp = get_archetype (spell_mapping[op->stats.sp]);
+ object *tmp = get_archetype (spell_mapping [op->stats.sp]);
insert_ob_in_ob (tmp, op);
op->stats.sp = 0;
}
@@ -871,236 +904,210 @@
else if (!op->title) /* Only modify object if not special */
switch (op->type)
{
- case WEAPON:
- case ARMOUR:
- case SHIELD:
- case HELMET:
- case CLOAK:
- if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4))
- set_ring_bonus (op, -DICE2);
- break;
-
- case BRACERS:
- if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)))
- {
- set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
- if (!QUERY_FLAG (op, FLAG_CURSED))
- op->value *= 3;
- }
- break;
-
- case POTION:
- {
- int too_many_tries = 0, is_special = 0;
-
- /* Handle healing and magic power potions */
- if (op->stats.sp && !op->randomitems)
- {
- object *tmp;
-
- tmp = get_archetype (spell_mapping[op->stats.sp]);
- insert_ob_in_ob (tmp, op);
- op->stats.sp = 0;
- }
+ case WEAPON:
+ case ARMOUR:
+ case SHIELD:
+ case HELMET:
+ case CLOAK:
+ if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
+ set_ring_bonus (op, -DICE2);
+ break;
- while (!(is_special = special_potion (op)) && !op->inv)
- {
- generate_artifact (op, difficulty);
- if (too_many_tries++ > 10)
- break;
- }
+ case BRACERS:
+ if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
+ {
+ set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
+ if (!QUERY_FLAG (op, FLAG_CURSED))
+ op->value *= 3;
+ }
+ break;
- /* don't want to change value for healing/magic power potions,
- * since the value set on those is already correct.
- */
- if (op->inv && op->randomitems)
- {
- /* value multiplier is same as for scrolls */
- op->value = (op->value * op->inv->value);
- op->level =
- op->inv->level / 2 + RANDOM () % difficulty
- + RANDOM () % difficulty;
- }
- else
+ case POTION:
{
- FREE_AND_COPY (op->name, "potion");
- FREE_AND_COPY (op->name_pl, "potions");
- }
- if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
- SET_FLAG (op, FLAG_CURSED);
- break;
- }
-
- case AMULET:
- if (op->arch == amulet_arch)
- op->value *= 5; /* Since it's not just decoration */
+ int too_many_tries = 0, is_special = 0;
- case RING:
- if (op->arch == NULL)
- {
- remove_ob (op);
- free_object (op);
- op = NULL;
- break;
- }
+ /* Handle healing and magic power potions */
+ if (op->stats.sp && !op->randomitems)
+ {
+ object *tmp;
+
+ tmp = get_archetype (spell_mapping[op->stats.sp]);
+ insert_ob_in_ob (tmp, op);
+ op->stats.sp = 0;
+ }
- if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
- break;
+ while (!(is_special = special_potion (op)) && !op->inv)
+ {
+ generate_artifact (op, difficulty);
+ if (too_many_tries++ > 10)
+ break;
+ }
- if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
- SET_FLAG (op, FLAG_CURSED);
+ /* don't want to change value for healing/magic power potions,
+ * since the value set on those is already correct.
+ */
+ if (op->inv && op->randomitems)
+ {
+ /* value multiplier is same as for scrolls */
+ op->value = (op->value * op->inv->value);
+ op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
+ }
+ else
+ {
+ op->name = "potion";
+ op->name_pl = "potions";
+ }
- set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
+ if (!(flags & GT_ONLY_GOOD) && rndm (2))
+ SET_FLAG (op, FLAG_CURSED);
+ break;
+ }
- if (op->type != RING) /* Amulets have only one ability */
- break;
+ case AMULET:
+ if (IS_ARCH (op->arch, amulet))
+ op->value *= 5; /* Since it's not just decoration */
+
+ case RING:
+ if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
+ break;
- if (!(RANDOM () % 4))
- {
- int d = (RANDOM () % 2
- || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+ if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
+ SET_FLAG (op, FLAG_CURSED);
- if (d > 0)
- op->value *= 3;
+ set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
- set_ring_bonus (op, d);
+ if (op->type != RING) /* Amulets have only one ability */
+ break;
- if (!(RANDOM () % 4))
+ if (!(rndm (4)))
{
- int d = (RANDOM () % 3
- || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+ int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+
if (d > 0)
- op->value *= 5;
+ op->value *= 3;
+
set_ring_bonus (op, d);
+
+ if (!(rndm (4)))
+ {
+ int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
+
+ if (d > 0)
+ op->value *= 5;
+ set_ring_bonus (op, d);
+ }
}
- }
- if (GET_ANIM_ID (op))
- SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op)));
+ if (GET_ANIM_ID (op))
+ SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
- break;
+ break;
- case BOOK:
- /* Is it an empty book?, if yes lets make a special·
- * msg for it, and tailor its properties based on the·
- * creator and/or map level we found it on.
- */
- if (!op->msg && RANDOM () % 10)
- {
- /* set the book level properly */
- if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
+ case BOOK:
+ /* Is it an empty book?, if yes lets make a special·
+ * msg for it, and tailor its properties based on the·
+ * creator and/or map level we found it on.
+ */
+ if (!op->msg && rndm (10))
{
- if (op->map && op->map->difficulty)
- op->level =
- RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1;
+ /* set the book level properly */
+ if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
+ {
+ if (op->map && op->map->difficulty)
+ op->level = rndm (op->map->difficulty) + rndm (10) + 1;
+ else
+ op->level = rndm (20) + 1;
+ }
else
- op->level = RANDOM () % 20 + 1;
+ op->level = rndm (creator->level);
+
+ tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
+ /* books w/ info are worth more! */
+ op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
+ /* creator related stuff */
+
+ /* for library, chained books. Note that some monsters have no_pick
+ * set - we don't want to set no pick in that case.
+ */
+ if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
+ SET_FLAG (op, FLAG_NO_PICK);
+ if (creator->slaying && !op->slaying) /* for check_inv floors */
+ op->slaying = creator->slaying;
+
+ /* add exp so reading it gives xp (once) */
+ op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
}
- else
- op->level = RANDOM () % creator->level;
+ break;
- tailor_readable_ob (op,
- (creator
- && creator->stats.sp) ? creator->stats.
- sp : -1);
- /* books w/ info are worth more! */
- op->value *=
- ((op->level >
- 10 ? op->level : (op->level +
- 1) / 2) * ((strlen (op->msg) / 250) + 1));
- /* creator related stuff */
+ case SPELLBOOK:
+ op->value = op->value * op->inv->value;
+ /* add exp so learning gives xp */
+ op->level = op->inv->level;
+ op->stats.exp = op->value;
+ break;
- /* for library, chained books. Note that some monsters have no_pick
- * set - we don't want to set no pick in that case.
+ case WAND:
+ /* nrof in the treasure list is number of charges,
+ * not number of wands. So copy that into food (charges),
+ * and reset nrof.
*/
- if (QUERY_FLAG (creator, FLAG_NO_PICK) &&
- !QUERY_FLAG (creator, FLAG_MONSTER))
- SET_FLAG (op, FLAG_NO_PICK);
- if (creator->slaying && !op->slaying) /* for check_inv floors */
- op->slaying = add_string (creator->slaying);
-
- /* add exp so reading it gives xp (once) */
- op->stats.exp =
- op->value > 10000 ? op->value / 5 : op->value / 10;
- }
- break;
-
- case SPELLBOOK:
- op->value = op->value * op->inv->value;
- /* add exp so learning gives xp */
- op->level = op->inv->level;
- op->stats.exp = op->value;
- break;
+ op->stats.food = op->inv->nrof;
+ op->nrof = 1;
+ /* If the spell changes by level, choose a random level
+ * for it, and adjust price. If the spell doesn't
+ * change by level, just set the wand to the level of
+ * the spell, and value calculation is simpler.
+ */
+ if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
+ {
+ op->level = level_for_item (op, difficulty);
+ op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
+ }
+ else
+ {
+ op->level = op->inv->level;
+ op->value = op->value * op->inv->value;
+ }
+ break;
- case WAND:
- /* nrof in the treasure list is number of charges,
- * not number of wands. So copy that into food (charges),
- * and reset nrof.
- */
- op->stats.food = op->inv->nrof;
- op->nrof = 1;
- /* If the spell changes by level, choose a random level
- * for it, and adjust price. If the spell doesn't
- * change by level, just set the wand to the level of
- * the spell, and value calculation is simpler.
- */
- if (op->inv->duration_modifier || op->inv->dam_modifier ||
- op->inv->range_modifier)
- {
+ case ROD:
op->level = level_for_item (op, difficulty);
- op->value = op->value * op->inv->value * (op->level + 50) /
- (op->inv->level + 50);
- }
- else
- {
- op->level = op->inv->level;
- op->value = op->value * op->inv->value;
- }
- break;
+ /* Add 50 to both level an divisor to keep prices a little more
+ * reasonable. Otherwise, a high level version of a low level
+ * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
+ * 10 time multiplier). This way, the value are a bit more reasonable.
+ */
+ op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
+ /* maxhp is used to denote how many 'charges' the rod holds before */
+ if (op->stats.maxhp)
+ op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
+ else
+ op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
- case ROD:
- op->level = level_for_item (op, difficulty);
- /* Add 50 to both level an divisor to keep prices a little more
- * reasonable. Otherwise, a high level version of a low level
- * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
- * 10 time multiplier). This way, the value are a bit more reasonable.
- */
- op->value =
- op->value * op->inv->value * (op->level + 50) / (op->inv->level +
- 50);
- /* maxhp is used to denote how many 'charges' the rod holds before */
- if (op->stats.maxhp)
- op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
- else
- op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
+ op->stats.hp = op->stats.maxhp;
+ break;
- op->stats.hp = op->stats.maxhp;
- break;
+ case SCROLL:
+ op->level = level_for_item (op, difficulty);
+ op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
- case SCROLL:
- op->level = level_for_item (op, difficulty);
- op->value =
- op->value * op->inv->value
- * (op->level + 50) / (op->inv->level + 50);
-
- /* add exp so reading them properly gives xp */
- op->stats.exp = op->value / 5;
- op->nrof = op->inv->nrof;
- break;
+ /* add exp so reading them properly gives xp */
+ op->stats.exp = op->value / 5;
+ op->nrof = op->inv->nrof;
+ break;
- case RUNE:
- trap_adjust (op, difficulty);
- break;
+ case RUNE:
+ trap_adjust (op, difficulty);
+ break;
- case TRAP:
- trap_adjust (op, difficulty);
- break;
+ case TRAP:
+ trap_adjust (op, difficulty);
+ break;
} /* switch type */
if (flags & GT_STARTEQUIP)
{
- if (op->nrof < 2 && op->type != CONTAINER
- && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
+ if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
SET_FLAG (op, FLAG_STARTEQUIP);
else if (op->type != MONEY)
op->value = 0;
@@ -1121,488 +1128,370 @@
/*
* Allocate and return the pointer to an empty artifactlist structure.
*/
-
-static artifactlist *get_empty_artifactlist(void) {
- artifactlist *tl = (artifactlist *) malloc(sizeof(artifactlist));
- if(tl==NULL)
- fatal(OUT_OF_MEMORY);
- tl->next=NULL;
- tl->items=NULL;
- tl->total_chance=0;
- return tl;
+static artifactlist *
+get_empty_artifactlist (void)
+{
+ return salloc0 ();
}
/*
* Allocate and return the pointer to an empty artifact structure.
*/
-
-static artifact *get_empty_artifact(void) {
- artifact *t = (artifact *) malloc(sizeof(artifact));
- if(t==NULL)
- fatal(OUT_OF_MEMORY);
- t->item=NULL;
- t->next=NULL;
- t->chance=0;
- t->difficulty=0;
- t->allowed = NULL;
- return t;
+static artifact *
+get_empty_artifact (void)
+{
+ return salloc0 ();
}
/*
* Searches the artifact lists and returns one that has the same type
* of objects on it.
*/
+artifactlist *
+find_artifactlist (int type)
+{
+ for (artifactlist *al = first_artifactlist; al; al = al->next)
+ if (al->type == type)
+ return al;
-artifactlist *find_artifactlist(int type) {
- artifactlist *al;
-
- for (al=first_artifactlist; al!=NULL; al=al->next)
- if (al->type == type) return al;
- return NULL;
+ return 0;
}
/*
- * For debugging purposes. Dumps all tables.
+ * Builds up the lists of artifacts from the file in the libdir.
*/
-
-void dump_artifacts(void) {
+void
+init_artifacts (void)
+{
+ static int has_been_inited = 0;
+ char filename[MAX_BUF];
+ artifact *art = NULL;
artifactlist *al;
- artifact *art;
- linked_char *next;
- fprintf(logfile,"\n");
- for (al=first_artifactlist; al!=NULL; al=al->next) {
- fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
- for (art=al->items; art!=NULL; art=art->next) {
- fprintf(logfile,"Artifact %-30s Difficulty %3d Chance %5d\n",
- art->item->name, art->difficulty, art->chance);
- if (art->allowed !=NULL) {
- fprintf(logfile,"\tAllowed combinations:");
- for (next=art->allowed; next!=NULL; next=next->next)
- fprintf(logfile, "%s,", next->name);
- fprintf(logfile,"\n");
- }
- }
- }
- fprintf(logfile,"\n");
-}
+ if (has_been_inited)
+ return;
+ else
+ has_been_inited = 1;
-/*
- * For debugging purposes. Dumps all treasures recursively (see below).
- */
-void dump_monster_treasure_rec (const char *name, treasure *t, int depth)
-{
- treasurelist *tl;
- int i;
+ sprintf (filename, "%s/artifacts", settings.datadir);
+ object_thawer f (filename);
- if (depth > 100)
+ if (!f)
return;
- while (t != NULL)
+
+ for (;;)
{
- if (t->name != NULL)
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- fprintf (logfile, "{ (list: %s)\n", t->name);
- tl = find_treasurelist (t->name);
- dump_monster_treasure_rec (name, tl->items, depth + 2);
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- fprintf (logfile, "} (end of list: %s)\n", t->name);
- }
- else
+ switch (f.kw)
{
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- if (t->item->clone.type == FLESH)
- fprintf (logfile, "%s's %s\n", name, t->item->clone.name);
- else
- fprintf (logfile, "%s\n", t->item->clone.name);
- }
- if (t->next_yes != NULL)
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- fprintf (logfile, " (if yes)\n");
- dump_monster_treasure_rec (name, t->next_yes, depth + 1);
- }
- if (t->next_no != NULL)
- {
- for (i = 0; i < depth; i++)
- fprintf (logfile, " ");
- fprintf (logfile, " (if no)\n");
- dump_monster_treasure_rec (name, t->next_no, depth + 1);
- }
- t = t->next;
- }
-}
+ case KW_allowed:
+ if (!art)
+ art = get_empty_artifact ();
-/*
- * For debugging purposes. Dumps all treasures for a given monster.
- * Created originally by Raphael Quinet for debugging the alchemy code.
- */
+ {
+ if (!strcmp (f.get_str (), "all"))
+ break;
-void dump_monster_treasure (const char *name)
-{
- archetype *at;
- int found;
+ char *next, *cp = f.get_str ();
- found = 0;
- fprintf (logfile, "\n");
- for (at = first_archetype; at != NULL; at = at->next)
- if (! strcasecmp (at->clone.name, name) && at->clone.title == NULL)
- {
- fprintf (logfile, "treasures for %s (arch: %s)\n", at->clone.name,
- at->name);
- if (at->clone.randomitems != NULL)
- dump_monster_treasure_rec (at->clone.name,
- at->clone.randomitems->items, 1);
- else
- fprintf (logfile, "(nothing)\n");
- fprintf (logfile, "\n");
- found++;
- }
- if (found == 0)
- fprintf (logfile, "No objects have the name %s!\n\n", name);
-}
+ do
+ {
+ if ((next = strchr (cp, ',')))
+ *next++ = '\0';
+
+ linked_char *tmp = new linked_char;
+
+ tmp->name = cp;
+ tmp->next = art->allowed;
+ art->allowed = tmp;
+ }
+ while ((cp = next));
+ }
+ break;
-/*
- * Builds up the lists of artifacts from the file in the libdir.
- */
+ case KW_chance:
+ f.get (art->chance);
+ break;
-void init_artifacts(void) {
- static int has_been_inited=0;
- char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
- artifact *art=NULL;
- linked_char *tmp;
- int value, comp;
- artifactlist *al;
+ case KW_difficulty:
+ f.get (art->difficulty);
+ break;
- if (has_been_inited) return;
- else has_been_inited = 1;
+ case KW_object:
+ {
+ art->item = object::create ();
+ f.get (art->item->name);
+ f.next ();
+
+ if (!art->item->parse_kv (f))
+ LOG (llevError, "Init_Artifacts: Could not load object.\n");
+
+ al = find_artifactlist (art->item->type);
+
+ if (!al)
+ {
+ al = get_empty_artifactlist ();
+ al->type = art->item->type;
+ al->next = first_artifactlist;
+ first_artifactlist = al;
+ }
- sprintf(filename, "%s/artifacts", settings.datadir);
- object_thawer thawer (filename);
+ art->next = al->items;
+ al->items = art;
+ art = 0;
+ }
+ continue;
- if (!thawer)
- return;
+ case KW_EOF:
+ goto done;
- while (fgets(buf, HUGE_BUF, thawer)!=NULL) {
- if (*buf=='#') continue;
- if((cp=strchr(buf,'\n'))!=NULL)
- *cp='\0';
- cp=buf;
- while(*cp==' ') /* Skip blanks */
- cp++;
- if (*cp=='\0') continue;
-
- if (!strncmp(cp, "Allowed", 7)) {
- if (art==NULL) {
- art=get_empty_artifact();
- nrofartifacts++;
- }
- cp = strchr(cp,' ') + 1;
- if (!strcmp(cp,"all")) continue;
-
- do {
- nrofallowedstr++;
- if ((next=strchr(cp, ','))!=NULL)
- *(next++) = '\0';
- tmp = (linked_char*) malloc(sizeof(linked_char));
- tmp->name = add_string(cp);
- tmp->next = art->allowed;
- art->allowed = tmp;
- } while ((cp=next)!=NULL);
- }
- else if (sscanf(cp, "chance %d", &value))
- art->chance = (uint16) value;
- else if (sscanf(cp, "difficulty %d", &value))
- art->difficulty = (uint8) value;
- else if (!strncmp(cp, "Object",6)) {
- art->item = (object *) calloc(1, sizeof(object));
- reset_object(art->item);
- if (!load_object(thawer, art->item,LO_LINEMODE,0))
- LOG(llevError,"Init_Artifacts: Could not load object.\n");
- art->item->name = add_string((strchr(cp, ' ')+1));
- al=find_artifactlist(art->item->type);
- if (al==NULL) {
- al = get_empty_artifactlist();
- al->type = art->item->type;
- al->next = first_artifactlist;
- first_artifactlist = al;
- }
- art->next = al->items;
- al->items = art;
- art = NULL;
- }
- else
- LOG(llevError,"Unknown input in artifact file: %s\n", buf);
+ default:
+ if (!f.parse_error ("artifacts file"))
+ cleanup ("artifacts file required");
+ break;
+ }
+
+ f.next ();
}
- for (al=first_artifactlist; al!=NULL; al=al->next) {
- for (art=al->items; art!=NULL; art=art->next) {
- if (!art->chance)
- LOG(llevError,"Warning: artifact with no chance: %s\n", art->item->name);
- else
+done:
+ for (al = first_artifactlist; al; al = al->next)
+ {
+ al->total_chance = 0;
+
+ for (art = al->items; art; art = art->next)
+ {
+ if (!art->chance)
+ LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
+ else
al->total_chance += art->chance;
}
#if 0
- LOG(llevDebug,"Artifact list type %d has %d total chance\n",
- al->type, al->total_chance);
+ LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
#endif
}
- LOG(llevDebug,"done.\n");
+ LOG (llevDebug, "done.\n");
}
-
/*
* Used in artifact generation. The bonuses of the first object
* is modified by the bonuses of the second object.
*/
+void
+add_abilities (object *op, object *change)
+{
+ int i, tmp;
-void add_abilities(object *op, object *change) {
- int i,j, tmp;
-
- if (change->face != blank_face) {
+ if (change->face != blank_face)
+ {
#ifdef TREASURE_VERBOSE
- LOG(llevDebug, "FACE: %d\n", change->face->number);
+ LOG (llevDebug, "add_abilities change face: %d\n", change->face);
#endif
- op->face = change->face;
+ op->face = change->face;
}
- for (i = 0; i < NUM_STATS; i++)
- change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i));
- op->attacktype |= change->attacktype;
- op->path_attuned |= change->path_attuned;
- op->path_repelled |= change->path_repelled;
- op->path_denied |= change->path_denied;
- op->move_type |= change->move_type;
- op->stats.luck += change->stats.luck;
-
- if (QUERY_FLAG(change,FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED);
- if (QUERY_FLAG(change,FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED);
- if ((QUERY_FLAG(change,FLAG_CURSED) || QUERY_FLAG(change,FLAG_DAMNED))
- && op->magic > 0)
- set_abs_magic(op, -op->magic);
-
- if (QUERY_FLAG(change,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
- if (QUERY_FLAG(change,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
- if (QUERY_FLAG(change,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
- if (QUERY_FLAG(change,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
- if (QUERY_FLAG(change,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
- if (QUERY_FLAG(change,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
- if (QUERY_FLAG(change,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
- if (QUERY_FLAG(change,FLAG_MAKE_INVIS)) SET_FLAG(op,FLAG_MAKE_INVIS);
-
- if (QUERY_FLAG(change,FLAG_STAND_STILL)) {
- CLEAR_FLAG(op,FLAG_ANIMATE);
- /* so artifacts will join */
- if(!QUERY_FLAG(op,FLAG_ALIVE)) op->speed = 0.0;
- update_ob_speed(op);
- }
- if(change->nrof) op->nrof=RANDOM()%((int) change->nrof) + 1;
- op->stats.exp += change->stats.exp; /* Speed modifier */
- op->stats.wc += change->stats.wc;
- op->stats.ac += change->stats.ac;
-
- if (change->other_arch) {
- /* Basically, for horns & potions, the other_arch field is the spell
- * to cast. So convert that to into a spell and put it into
- * this object.
- */
- if (op->type == HORN || op->type == POTION) {
- object *tmp_obj;
- /* Remove any spells this object currently has in it */
- while (op->inv) {
- tmp_obj = op->inv;
- remove_ob(tmp_obj);
- free_object(tmp_obj);
- }
- tmp_obj = arch_to_object(change->other_arch);
- insert_ob_in_ob(tmp_obj, op);
+ for (i = 0; i < NUM_STATS; i++)
+ change_attr_value (&(op->stats), i, change->stats.stat (i));
+
+ op->attacktype |= change->attacktype;
+ op->path_attuned |= change->path_attuned;
+ op->path_repelled |= change->path_repelled;
+ op->path_denied |= change->path_denied;
+ op->move_type |= change->move_type;
+ op->stats.luck += change->stats.luck;
+
+ if (QUERY_FLAG (change, FLAG_CURSED))
+ SET_FLAG (op, FLAG_CURSED);
+ if (QUERY_FLAG (change, FLAG_DAMNED))
+ SET_FLAG (op, FLAG_DAMNED);
+ if ((QUERY_FLAG (change, FLAG_CURSED) || QUERY_FLAG (change, FLAG_DAMNED)) && op->magic > 0)
+ set_abs_magic (op, -op->magic);
+
+ if (QUERY_FLAG (change, FLAG_LIFESAVE))
+ SET_FLAG (op, FLAG_LIFESAVE);
+ if (QUERY_FLAG (change, FLAG_REFL_SPELL))
+ SET_FLAG (op, FLAG_REFL_SPELL);
+ if (QUERY_FLAG (change, FLAG_STEALTH))
+ SET_FLAG (op, FLAG_STEALTH);
+ if (QUERY_FLAG (change, FLAG_XRAYS))
+ SET_FLAG (op, FLAG_XRAYS);
+ if (QUERY_FLAG (change, FLAG_BLIND))
+ SET_FLAG (op, FLAG_BLIND);
+ if (QUERY_FLAG (change, FLAG_SEE_IN_DARK))
+ SET_FLAG (op, FLAG_SEE_IN_DARK);
+ if (QUERY_FLAG (change, FLAG_REFL_MISSILE))
+ SET_FLAG (op, FLAG_REFL_MISSILE);
+ if (QUERY_FLAG (change, FLAG_MAKE_INVIS))
+ SET_FLAG (op, FLAG_MAKE_INVIS);
+
+ if (QUERY_FLAG (change, FLAG_STAND_STILL))
+ {
+ CLEAR_FLAG (op, FLAG_ANIMATE);
+ /* so artifacts will join */
+ if (!QUERY_FLAG (op, FLAG_ALIVE))
+ op->speed = 0.0;
+
+ op->set_speed (op->speed);
+ }
+
+ if (change->nrof)
+ op->nrof = rndm (change->nrof) + 1;
+
+ op->stats.exp += change->stats.exp; /* Speed modifier */
+ op->stats.wc += change->stats.wc;
+ op->stats.ac += change->stats.ac;
+
+ if (change->other_arch)
+ {
+ /* Basically, for horns & potions, the other_arch field is the spell
+ * to cast. So convert that to into a spell and put it into
+ * this object.
+ */
+ if (op->type == HORN || op->type == POTION)
+ {
+ /* Remove any spells this object currently has in it */
+ op->destroy_inv (false);
+
+ object *tmp = arch_to_object (change->other_arch);
+ insert_ob_in_ob (tmp, op);
}
- /* No harm setting this for potions/horns */
- op->other_arch = change->other_arch;
+ /* No harm setting this for potions/horns */
+ op->other_arch = change->other_arch;
}
- if (change->stats.hp < 0)
- op->stats.hp = -change->stats.hp;
- else
- op->stats.hp += change->stats.hp;
- if (change->stats.maxhp < 0)
- op->stats.maxhp = -change->stats.maxhp;
- else
- op->stats.maxhp += change->stats.maxhp;
- if (change->stats.sp < 0)
- op->stats.sp = -change->stats.sp;
- else
- op->stats.sp += change->stats.sp;
- if (change->stats.maxsp < 0)
- op->stats.maxsp = -change->stats.maxsp;
- else
- op->stats.maxsp += change->stats.maxsp;
- if (change->stats.food < 0)
- op->stats.food = -(change->stats.food);
- else
- op->stats.food += change->stats.food;
- if (change->level < 0)
- op->level = -(change->level);
- else
- op->level += change->level;
-
- if (change->gen_sp_armour < 0)
- op->gen_sp_armour = -(change->gen_sp_armour);
- else
- op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
-
- op->item_power = change->item_power;
-
- for (i=0; iresist[i]) {
- op->resist[i] += change->resist[i];
- }
- }
- if (change->stats.dam) {
- if (change->stats.dam < 0)
- op->stats.dam = (-change->stats.dam);
- else if (op->stats.dam) {
- tmp = (signed char) (((int)op->stats.dam * (int)change->stats.dam)/10);
- if (tmp == op->stats.dam) {
- if (change->stats.dam < 10)
- op->stats.dam--;
- else
- op->stats.dam++;
+ if (change->stats.hp < 0)
+ op->stats.hp = -change->stats.hp;
+ else
+ op->stats.hp += change->stats.hp;
+
+ if (change->stats.maxhp < 0)
+ op->stats.maxhp = -change->stats.maxhp;
+ else
+ op->stats.maxhp += change->stats.maxhp;
+
+ if (change->stats.sp < 0)
+ op->stats.sp = -change->stats.sp;
+ else
+ op->stats.sp += change->stats.sp;
+
+ if (change->stats.maxsp < 0)
+ op->stats.maxsp = -change->stats.maxsp;
+ else
+ op->stats.maxsp += change->stats.maxsp;
+
+ if (change->stats.food < 0)
+ op->stats.food = -(change->stats.food);
+ else
+ op->stats.food += change->stats.food;
+
+ if (change->level < 0)
+ op->level = -(change->level);
+ else
+ op->level += change->level;
+
+ if (change->gen_sp_armour < 0)
+ op->gen_sp_armour = -(change->gen_sp_armour);
+ else
+ op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
+
+ op->item_power = change->item_power;
+
+ for (i = 0; i < NROFATTACKS; i++)
+ if (change->resist[i])
+ op->resist[i] += change->resist[i];
+
+ if (change->stats.dam)
+ {
+ if (change->stats.dam < 0)
+ op->stats.dam = (-change->stats.dam);
+ else if (op->stats.dam)
+ {
+ tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
+ if (tmp == op->stats.dam)
+ {
+ if (change->stats.dam < 10)
+ op->stats.dam--;
+ else
+ op->stats.dam++;
}
- else
- op->stats.dam = tmp;
+ else
+ op->stats.dam = tmp;
}
}
- if (change->weight) {
- if (change->weight < 0)
- op->weight = (-change->weight);
- else
- op->weight = (op->weight * (change->weight)) / 100;
- }
- if (change->last_sp) {
- if (change->last_sp < 0)
- op->last_sp = (-change->last_sp);
- else
- op->last_sp = (signed char) (((int)op->last_sp * (int)change->last_sp) / (int) 100);
- }
- if (change->gen_sp_armour) {
- if (change->gen_sp_armour < 0)
- op->gen_sp_armour = (-change->gen_sp_armour);
- else
- op->gen_sp_armour = (signed char) (((int)op->gen_sp_armour * ((int)change->gen_sp_armour))
- / (int)100);
- }
- op->value *= change->value;
-
- if(change->material) op->material = change->material;
-
- if (change->materialname) {
- if (op->materialname)
- free_string(op->materialname);
- op->materialname = add_refcount(change->materialname);
- }
-
- if (change->slaying) {
- if (op->slaying)
- free_string(op->slaying);
- op->slaying = add_refcount(change->slaying);
- }
- if (change->race) {
- if (op->race)
- free_string(op->race);
- op->race = add_refcount(change->race);
- }
- if (change->msg) {
- if (op->msg)
- free_string(op->msg);
- op->msg = add_refcount(change->msg);
- }
- /* GROS: Added support for event_... in artifact file */
- for(j=0;jhook)) {
- if ((evt2)&&(evt2->hook)) {
- free_string(evt2->hook);
- free_string(evt2->plugin);
- free_string(evt2->options);
- evtp = NULL;
- evtn = evt2->next;
- if (evt2 == op->events) {
- free(evt2);
- op->events = evtn;
- }
- else {
- evtp = op->events;
- while (evtp->next != evt2)
- evtp = evtp->next;
- free(evt2);
- evtp->next = evtn;
- }
- }
- else if (evt2 == NULL) {
- if (op->events == NULL) {
- evt2 = (event *)malloc(sizeof(event));
- op->events = evt2;
- }
- else {
- evtp = op->events;
- while (evtp->next != NULL)
- evtp = evtp->next;
- evtp->next = (event *)malloc(sizeof(event));
- evt2 = evtp->next;
- }
- }
- evt2->next = NULL;
- evt2->hook = add_refcount(evt->hook);
- evt2->plugin = add_refcount(evt->plugin);
- evt2->type = j;
- if (evt->options)
- evt2->options = add_refcount(evt->options);
- else
- evt2->options = NULL;
- }
+ if (change->weight)
+ {
+ if (change->weight < 0)
+ op->weight = (-change->weight);
+ else
+ op->weight = (op->weight * (change->weight)) / 100;
+ }
+
+ if (change->last_sp)
+ {
+ if (change->last_sp < 0)
+ op->last_sp = (-change->last_sp);
+ else
+ op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
+ }
+
+ if (change->gen_sp_armour)
+ {
+ if (change->gen_sp_armour < 0)
+ op->gen_sp_armour = (-change->gen_sp_armour);
+ else
+ op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
}
+
+ op->value *= change->value;
+
+ if (change->materials)
+ op->materials = change->materials;
+
+ if (change->materialname)
+ op->materialname = change->materialname;
+
+ if (change->slaying)
+ op->slaying = change->slaying;
+
+ if (change->race)
+ op->race = change->race;
+
+ if (change->msg)
+ op->msg = change->msg;
}
-static int legal_artifact_combination(object *op, artifact *art) {
+static int
+legal_artifact_combination (object *op, artifact *art)
+{
int neg, success = 0;
linked_char *tmp;
const char *name;
- if (art->allowed == (linked_char *) NULL)
- return 1; /* Ie, "all" */
- for (tmp = art->allowed; tmp; tmp = tmp->next) {
+ if (!art->allowed)
+ return 1; /* Ie, "all" */
+
+ for (tmp = art->allowed; tmp; tmp = tmp->next)
+ {
#ifdef TREASURE_VERBOSE
- LOG(llevDebug, "legal_art: %s\n", tmp->name);
+ LOG (llevDebug, "legal_art: %s\n", &tmp->name);
#endif
- if (*tmp->name == '!')
- name = tmp->name + 1, neg = 1;
- else
- name = tmp->name, neg = 0;
-
- /* If we match name, then return the opposite of 'neg' */
- if (!strcmp(name,op->name) || (op->arch && !strcmp(name,op->arch->name)))
- return !neg;
-
- /* Set success as true, since if the match was an inverse, it means
- * everything is allowed except what we match
- */
- else if (neg)
- success = 1;
- }
+ if (*tmp->name == '!')
+ name = tmp->name + 1, neg = 1;
+ else
+ name = tmp->name, neg = 0;
+
+ /* If we match name, then return the opposite of 'neg' */
+ if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
+ return !neg;
+
+ /* Set success as true, since if the match was an inverse, it means
+ * everything is allowed except what we match
+ */
+ else if (neg)
+ success = 1;
+ }
+
return success;
}
@@ -1611,23 +1500,23 @@
* it should have due to the second artifact-template.
*/
-void give_artifact_abilities(object *op, object *artifct) {
+void
+give_artifact_abilities (object *op, object *artifct)
+{
char new_name[MAX_BUF];
- sprintf(new_name, "of %s", artifct->name);
- if (op->title)
- free_string(op->title);
- op->title = add_string(new_name);
- add_abilities(op, artifct); /* Give out the bonuses */
+ sprintf (new_name, "of %s", &artifct->name);
+ op->title = new_name;
+ add_abilities (op, artifct); /* Give out the bonuses */
-#if 0 /* Bit verbose, but keep it here until next time I need it... */
+#if 0 /* Bit verbose, but keep it here until next time I need it... */
{
- char identified = QUERY_FLAG(op, FLAG_IDENTIFIED);
- SET_FLAG(op, FLAG_IDENTIFIED);
- LOG(llevDebug, "Generated artifact %s %s [%s]\n",
- op->name, op->title, describe_item(op, NULL));
+ char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
+
+ SET_FLAG (op, FLAG_IDENTIFIED);
+ LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
if (!identified)
- CLEAR_FLAG(op, FLAG_IDENTIFIED);
+ CLEAR_FLAG (op, FLAG_IDENTIFIED);
}
#endif
return;
@@ -1644,54 +1533,61 @@
/* Give 1 re-roll attempt per artifact */
#define ARTIFACT_TRIES 2
-void generate_artifact(object *op, int difficulty) {
+void
+generate_artifact (object *op, int difficulty)
+{
artifactlist *al;
artifact *art;
int i;
- al = find_artifactlist(op->type);
-
- if (al==NULL) {
-#if 0 /* This is too verbose, usually */
- LOG(llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
+ al = find_artifactlist (op->type);
+
+ if (al == NULL)
+ {
+#if 0 /* This is too verbose, usually */
+ LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
#endif
- return;
- }
+ return;
+ }
- for (i = 0; i < ARTIFACT_TRIES; i++) {
- int roll = RANDOM()% al->total_chance;
+ for (i = 0; i < ARTIFACT_TRIES; i++)
+ {
+ int roll = rndm (al->total_chance);
- for (art=al->items; art!=NULL; art=art->next) {
- roll -= art->chance;
- if (roll<0) break;
- }
-
- if (art == NULL || roll>=0) {
+ for (art = al->items; art; art = art->next)
+ {
+ roll -= art->chance;
+ if (roll < 0)
+ break;
+ }
+
+ if (art == NULL || roll >= 0)
+ {
#if 1
- LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n",
- op->type);
+ LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
#endif
- return;
- }
- if (!strcmp(art->item->name,"NONE"))
+ return;
+ }
+ if (!strcmp (art->item->name, "NONE"))
return;
- if (FABS(op->magic) < art->item->magic)
- continue; /* Not magic enough to be this item */
+ if (FABS (op->magic) < art->item->magic)
+ continue; /* Not magic enough to be this item */
- /* Map difficulty not high enough */
- if (difficultydifficulty)
+ /* Map difficulty not high enough */
+ if (difficulty < art->difficulty)
continue;
- if (!legal_artifact_combination(op, art)) {
+ if (!legal_artifact_combination (op, art))
+ {
#ifdef TREASURE_VERBOSE
- LOG(llevDebug, "%s of %s was not a legal combination.\n",
- op->name, art->item->name);
+ LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
#endif
- continue;
+ continue;
+ }
+
+ give_artifact_abilities (op, art->item);
+ return;
}
- give_artifact_abilities(op, art->item);
- return;
- }
}
/* fix_flesh_item() - objects of type FLESH are similar to type
@@ -1699,111 +1595,123 @@
* based on the original owner (or 'donor' if you like). -b.t.
*/
-void fix_flesh_item(object *item, object *donor) {
- char tmpbuf[MAX_BUF];
- int i;
-
- if(item->type==FLESH && donor) {
- /* change the name */
- sprintf(tmpbuf,"%s's %s",donor->name,item->name);
- FREE_AND_COPY(item->name, tmpbuf);
- sprintf(tmpbuf,"%s's %s",donor->name,item->name_pl);
- FREE_AND_COPY(item->name_pl, tmpbuf);
-
- /* weight is FLESH weight/100 * donor */
- if((item->weight = (signed long) (((double)item->weight/(double)100.0) * (double)donor->weight))==0)
- item->weight=1;
-
- /* value is multiplied by level of donor */
- item->value *= isqrt(donor->level*2);
-
- /* food value */
- item->stats.food += (donor->stats.hp/100) + donor->stats.Con;
-
- /* flesh items inherit some abilities of donor, but not
- * full effect.
- */
- for (i=0; iresist[i] = donor->resist[i]/2;
-
- /* item inherits donor's level (important for quezals) */
- item->level = donor->level;
-
- /* if donor has some attacktypes, the flesh is poisonous */
- if(donor->attacktype&AT_POISON)
- item->type=POISON;
- if(donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food;
- SET_FLAG(item,FLAG_NO_STEAL);
- }
-}
+void
+fix_flesh_item (object *item, object *donor)
+{
+ char tmpbuf[MAX_BUF];
+ int i;
-/* special_potion() - so that old potion code is still done right. */
+ if (item->type == FLESH && donor)
+ {
+ /* change the name */
+ sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
+ item->name = tmpbuf;
+ sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
+ item->name_pl = tmpbuf;
+
+ /* weight is FLESH weight/100 * donor */
+ if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
+ item->weight = 1;
-int special_potion (object *op) {
+ /* value is multiplied by level of donor */
+ item->value *= isqrt (donor->level * 2);
- int i;
+ /* food value */
+ item->stats.food += (donor->stats.hp / 100) + donor->stats.Con;
- if(op->attacktype) return 1;
+ /* flesh items inherit some abilities of donor, but not
+ * full effect.
+ */
+ for (i = 0; i < NROFATTACKS; i++)
+ item->resist[i] = donor->resist[i] / 2;
- if(op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow
- || op->stats.Wis || op->stats.Int || op->stats.Cha ) return 1;
+ /* item inherits donor's level (important for quezals) */
+ item->level = donor->level;
- for (i=0; iresist[i]) return 1;
+ /* if donor has some attacktypes, the flesh is poisonous */
+ if (donor->attacktype & AT_POISON)
+ item->type = POISON;
+ if (donor->attacktype & AT_ACID)
+ item->stats.hp = -1 * item->stats.food;
+ SET_FLAG (item, FLAG_NO_STEAL);
+ }
+}
- return 0;
+/* special_potion() - so that old potion code is still done right. */
+int
+special_potion (object *op)
+{
+ if (op->attacktype)
+ return 1;
+
+ if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
+ return 1;
+
+ for (int i = 0; i < NROFATTACKS; i++)
+ if (op->resist[i])
+ return 1;
+
+ return 0;
}
-void free_treasurestruct(treasure *t)
+void
+free_treasurestruct (treasure *t)
{
- if (t->next) free_treasurestruct(t->next);
- if (t->next_yes) free_treasurestruct(t->next_yes);
- if (t->next_no) free_treasurestruct(t->next_no);
- free(t);
+ if (t->next) free_treasurestruct (t->next);
+ if (t->next_yes) free_treasurestruct (t->next_yes);
+ if (t->next_no) free_treasurestruct (t->next_no);
+
+ delete t;
}
-void free_charlinks(linked_char *lc)
+void
+free_charlinks (linked_char *lc)
{
- if (lc->next) free_charlinks(lc->next);
- free(lc);
+ if (lc->next)
+ free_charlinks (lc->next);
+
+ delete lc;
}
-void free_artifact(artifact *at)
+void
+free_artifact (artifact *at)
{
+ if (at->next) free_artifact (at->next);
+ if (at->allowed) free_charlinks (at->allowed);
- if (at->next) free_artifact(at->next);
- if (at->allowed) free_charlinks(at->allowed);
- if (at->item) {
- if (at->item->name) free_string(at->item->name);
- if (at->item->name_pl) free_string(at->item->name_pl);
- if (at->item->msg) free_string(at->item->msg);
- if (at->item->title) free_string(at->item->title);
- free(at->item);
- }
- free(at);
+ at->item->destroy (true);
+
+ sfree (at);
}
-void free_artifactlist(artifactlist *al)
+void
+free_artifactlist (artifactlist *al)
{
- artifactlist *nextal;
- for (al=first_artifactlist; al!=NULL; al=nextal) {
- nextal=al->next;
- if (al->items) {
- free_artifact(al->items);
- }
- free(al);
+ artifactlist *nextal;
+
+ for (al = first_artifactlist; al; al = nextal)
+ {
+ nextal = al->next;
+
+ if (al->items)
+ free_artifact (al->items);
+
+ sfree (al);
}
}
-void free_all_treasures(void) {
-treasurelist *tl, *next;
+void
+free_all_treasures (void)
+{
+ treasurelist *tl, *next;
+ for (tl = first_treasurelist; tl; tl = next)
+ {
+ clear (tl);
- for (tl=first_treasurelist; tl!=NULL; tl=next) {
- next=tl->next;
- if (tl->name) free_string(tl->name);
- if (tl->items) free_treasurestruct(tl->items);
- free(tl);
+ next = tl->next;
+ delete tl;
}
- free_artifactlist(first_artifactlist);
+
+ free_artifactlist (first_artifactlist);
}