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 1.33 by root, Thu Jan 18 19:42:09 2007 UTC vs.
Revision 1.41 by root, Mon Apr 16 06:23:40 2007 UTC

38#include <global.h> 38#include <global.h>
39#include <treasure.h> 39#include <treasure.h>
40#include <funcpoint.h> 40#include <funcpoint.h>
41#include <loader.h> 41#include <loader.h>
42 42
43extern char *spell_mapping[];
44
45static treasurelist *first_treasurelist;
43 46
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 47static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[]; 48
49typedef std::tr1::unordered_map<
50 const char *,
51 treasurelist *,
52 str_hash,
53 str_equal,
54 slice_allocator< std::pair<const char *const, treasurelist *> >,
55 true
56> tl_map_t;
57
58static tl_map_t tl_map;
46 59
47/* 60/*
48 * Initialize global archtype pointers: 61 * Initialize global archtype pointers:
49 */ 62 */
50
51void 63void
52init_archetype_pointers () 64init_archetype_pointers ()
53{ 65{
54 int prev_warn = warn_archetypes; 66 int prev_warn = warn_archetypes;
55 67
56 warn_archetypes = 1; 68 warn_archetypes = 1;
69
57 if (ring_arch == NULL) 70 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring"); 71 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL) 72 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet"); 73 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL) 74 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff"); 75 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL) 76 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown"); 77 crown_arch = archetype::find ("crown");
78
65 warn_archetypes = prev_warn; 79 warn_archetypes = prev_warn;
66} 80}
67 81
68/* 82/*
69 * Allocate and return the pointer to an empty treasurelist structure. 83 * Searches for the given treasurelist in the globally linked list
84 * of treasurelists which has been built by load_treasures().
70 */ 85 */
71
72static treasurelist * 86treasurelist *
73get_empty_treasurelist (void) 87treasurelist::find (const char *name)
74{ 88{
89 if (!name)
90 return 0;
91
92 AUTODECL (i, tl_map.find (name));
93
94 if (i == tl_map.end ())
95 return 0;
96
97 return i->second;
98}
99
100/*
101 * Searches for the given treasurelist in the globally linked list
102 * of treasurelists which has been built by load_treasures().
103 */
104treasurelist *
105treasurelist::get (const char *name)
106{
107 treasurelist *tl = find (name);
108
109 if (!tl)
110 {
75 return new treasurelist; 111 tl = new treasurelist;
76}
77 112
78/* 113 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 114 tl->next = first_treasurelist;
80 */ 115 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 116
87 t->chance = 100; 117 tl_map.insert (std::make_pair (tl->name, tl));
118 }
88 119
89 return t; 120 return tl;
121}
122
123//TODO: class method
124void
125clear (treasurelist *tl)
126{
127 if (tl->items)
128 {
129 free_treasurestruct (tl->items);
130 tl->items = 0;
131 }
90} 132}
91 133
92/* 134/*
93 * Reads the lib/treasure file from disk, and parses the contents 135 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 136 * into an internal treasure structure (very linked lists)
96 138
97static treasure * 139static treasure *
98load_treasure (FILE * fp, int *line) 140load_treasure (FILE * fp, int *line)
99{ 141{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 142 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 143 treasure *t = new treasure;
102 int value; 144 int value;
103 145
104 nroftreasures++; 146 nroftreasures++;
105 while (fgets (buf, MAX_BUF, fp) != NULL) 147 while (fgets (buf, MAX_BUF, fp) != NULL)
106 { 148 {
159static void 201static void
160check_treasurelist (const treasure *t, const treasurelist * tl) 202check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 203{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 204 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 205 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */ 206
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next) 207 if (t->next)
168 check_treasurelist (t->next, tl); 208 check_treasurelist (t->next, tl);
209
169 if (t->next_yes) 210 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl); 211 check_treasurelist (t->next_yes, tl);
212
171 if (t->next_no) 213 if (t->next_no)
172 check_treasurelist (t->next_no, tl); 214 check_treasurelist (t->next_no, tl);
173} 215}
174#endif 216#endif
175 217
181void 223void
182load_treasures (void) 224load_treasures (void)
183{ 225{
184 FILE *fp; 226 FILE *fp;
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 227 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t; 228 treasure *t;
188 int comp, line = 0; 229 int comp, line = 0;
189 230
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 231 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 232 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
194 return; 235 return;
195 } 236 }
196 while (fgets (buf, MAX_BUF, fp) != NULL) 237 while (fgets (buf, MAX_BUF, fp) != NULL)
197 { 238 {
198 line++; 239 line++;
199 if (*buf == '#') 240 if (*buf == '#' || *buf == '\n')
200 continue; 241 ; // ignore
201
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 242 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 { 243 {
204 treasurelist *tl = get_empty_treasurelist (); 244 treasurelist *tl = treasurelist::get (name);
205 245
206 tl->name = name; 246 clear (tl);
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line); 247 tl->items = load_treasure (fp, &line);
213 248
214 /* This is a one of the many items on the list should be generated. 249 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no 250 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 251 * fields of the treasures are not being used.
217 */ 252 */
218 if (!strncmp (buf, "treasureone", 11)) 253 if (!strncmp (buf, "treasureone", 11))
219 { 254 {
220 for (t = tl->items; t != NULL; t = t->next) 255 for (t = tl->items; t; t = t->next)
221 { 256 {
222#ifdef TREASURE_DEBUG 257#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no) 258 if (t->next_yes || t->next_no)
224 { 259 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 260 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
231 } 266 }
232 } 267 }
233 else 268 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 269 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 } 270 }
271
236 close_and_delete (fp, comp); 272 close_and_delete (fp, comp);
237 273
238#ifdef TREASURE_DEBUG 274#ifdef TREASURE_DEBUG
239 /* Perform some checks on how valid the treasure data actually is. 275 /* Perform some checks on how valid the treasure data actually is.
240 * verify that list transitions work (ie, the list that it is supposed 276 * verify that list transitions work (ie, the list that it is supposed
241 * to transition to exists). Also, verify that at least the name 277 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element. 278 * or archetype is set for each treasure element.
243 */ 279 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 280 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
245 check_treasurelist (previous->items, previous); 281 check_treasurelist (tl->items, tl);
246#endif 282#endif
247} 283}
248
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0;
270}
271
272 284
273/* 285/*
274 * Generates the objects specified by the given treasure. 286 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 287 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 288 * If there is a certain percental chance for a treasure to be generated,
326 338
327 if (t->change_arch.slaying) 339 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 340 op->slaying = t->change_arch.slaying;
329} 341}
330 342
331void 343static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 344create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 345{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 347 {
338 if (t->name) 348 if (t->name)
339 { 349 {
340 if (difficulty >= t->magic) 350 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries); 351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
345 }
346 } 352 }
347 else 353 else
348 { 354 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 { 356 {
351 tmp = arch_to_object (t->item); 357 object *tmp = arch_to_object (t->item);
358
352 if (t->nrof && tmp->nrof <= 1) 359 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 360 tmp->nrof = rndm (t->nrof) + 1;
361
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 363 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 364 put_treasure (tmp, op, flag);
357 } 365 }
358 } 366 }
359 367
360 if (t->next_yes != NULL) 368 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 369 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 370 }
363 else if (t->next_no != NULL) 371 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 372 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 373
366 if (t->next != NULL) 374 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 375 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 376}
369 377
370void 378static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 379create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 380{
373 int value = RANDOM () % tl->total_chance; 381 int value = rndm (tl->total_chance);
374 treasure *t; 382 treasure *t;
375 383
376 if (tries++ > 100) 384 if (tries++ > 100)
377 { 385 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 386 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 387 return;
380 } 388 }
381 389
382 for (t = tl->items; t != NULL; t = t->next) 390 for (t = tl->items; t; t = t->next)
383 { 391 {
384 value -= t->chance; 392 value -= t->chance;
385 393
386 if (value < 0) 394 if (value < 0)
387 break; 395 break;
388 } 396 }
389 397
390 if (!t || value >= 0) 398 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 399 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 400
397 if (t->name) 401 if (t->name)
398 { 402 {
399 if (difficulty >= t->magic) 403 if (difficulty >= t->magic)
400 { 404 {
401 treasurelist *tl = find_treasurelist (t->name); 405 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 406 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 407 create_treasure (tl, op, flag, difficulty, tries);
404 } 408 }
405 else if (t->nrof) 409 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 410 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 411 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 { 413 {
413 object *tmp = arch_to_object (t->item); 414 if (object *tmp = arch_to_object (t->item))
414 415 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = rndm (t->nrof) + 1;
420 418
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 420 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
422 }
424 } 423 }
425} 424}
426 425
427/* This calls the appropriate treasure creation function. tries is passed 426/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 427 * to determine how many list transitions or attempts to create treasure
432 * to do that. 431 * to do that.
433 */ 432 */
434void 433void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 435{
436 // empty treasurelists are legal
437 if (!tl->items)
438 return;
437 439
438 if (tries++ > 100) 440 if (tries++ > 100)
439 { 441 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 443 return;
442 } 444 }
445
443 if (tl->total_chance) 446 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 447 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 448 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 449 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 450}
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 558 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 559 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 560 * weird integer between 1-31.
558 * 561 *
559 */ 562 */
560
561int 563int
562magic_from_difficulty (int difficulty) 564magic_from_difficulty (int difficulty)
563{ 565{
564 int percent = 0, magic = 0; 566 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
653 * 1) Since rings can have multiple bonuses, if the same bonus 655 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 656 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 657 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 658 * 2) Add code to deal with new PR method.
657 */ 659 */
658
659void 660void
660set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
661{ 662{
662 663
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
664 665
665 if (op->type == AMULET) 666 if (op->type == AMULET)
666 { 667 {
667 if (!(rndm (21))) 668 if (!(rndm (21)))
668 r = 20 + rndm (2); 669 r = 20 + rndm (2);
669 else 670 else
670 { 671 {
671 if (RANDOM () & 2) 672 if (rndm (2))
672 r = 10; 673 r = 10;
673 else 674 else
674 r = 11 + rndm (9); 675 r = 11 + rndm (9);
675 } 676 }
676 } 677 }
716 case 16: 717 case 16:
717 case 17: 718 case 17:
718 case 18: 719 case 18:
719 case 19: 720 case 19:
720 { 721 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 723
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 726
726 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
729 * even values. 730 * even values.
730 */ 731 */
731 if (bonus < 0) 732 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
733 if (val > 35) 734 if (val > 35)
734 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
735 b = 0; 736 b = 0;
737
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
739 } 740
740 if (b == 4) 741 if (b == 4)
741 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
742 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
745 */ 747 */
746 break; 748 break;
774 case 22: 776 case 22:
775 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
777 break; 779 break;
778 } 780 }
781
779 if (bonus > 0) 782 if (bonus > 0)
780 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
781 else 784 else
782 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
783} 786}
788 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets. 793 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
792 */ 795 */
793
794int 796int
795get_magic (int diff) 797get_magic (int diff)
796{ 798{
797 int i; 799 int i;
798 800
799 if (diff < 3) 801 if (diff < 3)
800 diff = 3; 802 diff = 3;
803
801 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
802 if (RANDOM () % diff) 805 if (rndm (diff))
803 return i; 806 return i;
807
804 return 4; 808 return 4;
805} 809}
806 810
807#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 813
810/* 814/*
811 * fix_generated_item(): This is called after an item is generated, in 815 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells 816 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
827 * value. 831 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829 * a working object - don't change magic, value, etc, but set it material 833 * a working object - don't change magic, value, etc, but set it material
830 * type as appropriate, for objects that need spell objects, set those, etc 834 * type as appropriate, for objects that need spell objects, set those, etc
831 */ 835 */
832
833void 836void
834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835{ 838{
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837 840
874 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
876 879
877 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
878 881
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
882 } 887 }
883 888
884 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
949 break; 954 break;
950 955
951 case BRACERS: 956 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 958 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 961 op->value *= 3;
957 } 962 }
983 */ 988 */
984 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
985 { 990 {
986 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 994 }
990 else 995 else
991 { 996 {
992 op->name = "potion"; 997 op->name = "potion";
993 op->name_pl = "potions"; 998 op->name_pl = "potions";
1039 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1040 } 1045 }
1041 } 1046 }
1042 1047
1043 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1045 1050
1046 break; 1051 break;
1047 1052
1048 case BOOK: 1053 case BOOK:
1049 /* Is it an empty book?, if yes lets make a specialĀ· 1054 /* Is it an empty book?, if yes lets make a specialĀ·
1054 { 1059 {
1055 /* set the book level properly */ 1060 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1062 {
1058 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1065 else
1061 op->level = rndm (20) + 1; 1066 op->level = rndm (20) + 1;
1062 } 1067 }
1063 else 1068 else
1064 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1065 1070
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */ 1074 /* creator related stuff */
1168 */ 1173 */
1169 1174
1170/* 1175/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1177 */
1173
1174static artifactlist * 1178static artifactlist *
1175get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1176{ 1180{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1181 return salloc0 <artifactlist> ();
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185} 1182}
1186 1183
1187/* 1184/*
1188 * Allocate and return the pointer to an empty artifact structure. 1185 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1186 */
1190
1191static artifact * 1187static artifact *
1192get_empty_artifact (void) 1188get_empty_artifact (void)
1193{ 1189{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1190 return salloc0 <artifact> ();
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204} 1191}
1205 1192
1206/* 1193/*
1207 * Searches the artifact lists and returns one that has the same type 1194 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it. 1195 * of objects on it.
1209 */ 1196 */
1210
1211artifactlist * 1197artifactlist *
1212find_artifactlist (int type) 1198find_artifactlist (int type)
1213{ 1199{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1200 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1201 if (al->type == type)
1218 return al; 1202 return al;
1203
1219 return NULL; 1204 return 0;
1220} 1205}
1221 1206
1222/* 1207/*
1223 * For debugging purposes. Dumps all tables. 1208 * For debugging purposes. Dumps all tables.
1224 */ 1209 */
1225
1226void 1210void
1227dump_artifacts (void) 1211dump_artifacts (void)
1228{ 1212{
1229 artifactlist *al; 1213 artifactlist *al;
1230 artifact *art; 1214 artifact *art;
1237 for (art = al->items; art != NULL; art = art->next) 1221 for (art = al->items; art != NULL; art = art->next)
1238 { 1222 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL) 1224 if (art->allowed != NULL)
1241 { 1225 {
1242 fprintf (logfile, "\tAllowed combinations:"); 1226 fprintf (logfile, "\tallowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next) 1227 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name); 1228 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n"); 1229 fprintf (logfile, "\n");
1246 } 1230 }
1247 } 1231 }
1258 treasurelist *tl; 1242 treasurelist *tl;
1259 int i; 1243 int i;
1260 1244
1261 if (depth > 100) 1245 if (depth > 100)
1262 return; 1246 return;
1247
1263 while (t) 1248 while (t)
1264 { 1249 {
1265 if (t->name) 1250 if (t->name)
1266 { 1251 {
1267 for (i = 0; i < depth; i++) 1252 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " "); 1253 fprintf (logfile, " ");
1254
1269 fprintf (logfile, "{ (list: %s)\n", &t->name); 1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1270 tl = find_treasurelist (t->name); 1257 tl = treasurelist::find (t->name);
1271 if (tl) 1258 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1273 for (i = 0; i < depth; i++) 1261 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1262 fprintf (logfile, " ");
1263
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1265 }
1277 else 1266 else
1278 { 1267 {
1279 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1270
1281 if (t->item && t->item->clone.type == FLESH) 1271 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1273 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1275 }
1286 1276
1287 if (t->next_yes) 1277 if (t->next_yes)
1288 { 1278 {
1289 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1281
1291 fprintf (logfile, " (if yes)\n"); 1282 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 } 1284 }
1294 1285
1295 if (t->next_no) 1286 if (t->next_no)
1296 { 1287 {
1297 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1290
1299 fprintf (logfile, " (if no)\n"); 1291 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 } 1293 }
1302 1294
1303 t = t->next; 1295 t = t->next;
1306 1298
1307/* 1299/*
1308 * For debugging purposes. Dumps all treasures for a given monster. 1300 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code. 1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */ 1302 */
1311
1312void 1303void
1313dump_monster_treasure (const char *name) 1304dump_monster_treasure (const char *name)
1314{ 1305{
1315 archetype *at; 1306 archetype *at;
1316 int found; 1307 int found;
1317 1308
1318 found = 0; 1309 found = 0;
1319 fprintf (logfile, "\n"); 1310 fprintf (logfile, "\n");
1311
1320 for (at = first_archetype; at != NULL; at = at->next) 1312 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 { 1314 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL) 1316 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else 1318 else
1327 fprintf (logfile, "(nothing)\n"); 1319 fprintf (logfile, "(nothing)\n");
1320
1328 fprintf (logfile, "\n"); 1321 fprintf (logfile, "\n");
1329 found++; 1322 found++;
1330 } 1323 }
1324
1331 if (found == 0) 1325 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333} 1327}
1334 1328
1335/* 1329/*
1336 * Builds up the lists of artifacts from the file in the libdir. 1330 * Builds up the lists of artifacts from the file in the libdir.
1337 */ 1331 */
1338
1339void 1332void
1340init_artifacts (void) 1333init_artifacts (void)
1341{ 1334{
1342 static int has_been_inited = 0; 1335 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1336 char filename[MAX_BUF];
1344 artifact *art = NULL; 1337 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1338 artifactlist *al;
1348 1339
1349 if (has_been_inited) 1340 if (has_been_inited)
1350 return; 1341 return;
1351 else 1342 else
1352 has_been_inited = 1; 1343 has_been_inited = 1;
1353 1344
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1345 sprintf (filename, "%s/artifacts", settings.datadir);
1355 object_thawer thawer (filename); 1346 object_thawer f (filename);
1356 1347
1357 if (!thawer) 1348 if (!f)
1358 return; 1349 return;
1359 1350
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1351 f.next ();
1361 {
1362 if (*buf == '#')
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371 1352
1372 if (!strncmp (cp, "Allowed", 7)) 1353 for (;;)
1354 {
1355 switch (f.kw)
1373 { 1356 {
1357 case KW_allowed:
1374 if (art == NULL) 1358 if (!art)
1359 {
1360 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363
1375 { 1364 {
1376 art = get_empty_artifact (); 1365 if (!strcmp (f.get_str (), "all"))
1377 nrofartifacts++; 1366 break;
1367
1368 char *next, *cp = f.get_str ();
1369
1370 do
1371 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ',')))
1375 *next++ = '\0';
1376
1377 linked_char *tmp = new linked_char;
1378
1379 tmp->name = cp;
1380 tmp->next = art->allowed;
1381 art->allowed = tmp;
1382 }
1383 while ((cp = next));
1378 } 1384 }
1379 cp = strchr (cp, ' ') + 1; 1385 break;
1380 if (!strcmp (cp, "all")) 1386
1387 case KW_chance:
1388 f.get (art->chance);
1389 break;
1390
1391 case KW_difficulty:
1392 f.get (art->difficulty);
1393 break;
1394
1395 case KW_object:
1396 {
1397 art->item = object::create ();
1398
1399 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401
1402 al = find_artifactlist (art->item->type);
1403
1404 if (!al)
1405 {
1406 al = get_empty_artifactlist ();
1407 al->type = art->item->type;
1408 al->next = first_artifactlist;
1409 first_artifactlist = al;
1410 }
1411
1412 art->next = al->items;
1413 al->items = art;
1414 art = 0;
1415 }
1381 continue; 1416 continue;
1382 1417
1383 do 1418 case KW_EOF:
1419 goto done;
1420
1421 default:
1422 if (!f.parse_error ("artifacts file"))
1423 cleanup ("artifacts file required");
1384 { 1424 break;
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 { 1425 }
1402 art->item = object::create ();
1403 1426
1404 if (!load_object (thawer, art->item, 0)) 1427 f.next ();
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 } 1428 }
1423 1429
1430done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1431 for (al = first_artifactlist; al; al = al->next)
1425 { 1432 {
1426 for (art = al->items; art != NULL; art = art->next) 1433 for (art = al->items; art; art = art->next)
1427 { 1434 {
1428 if (!art->chance) 1435 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else 1437 else
1431 al->total_chance += art->chance; 1438 al->total_chance += art->chance;
1500 1507
1501 op->set_speed (op->speed); 1508 op->set_speed (op->speed);
1502 } 1509 }
1503 1510
1504 if (change->nrof) 1511 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1512 op->nrof = rndm (change->nrof) + 1;
1506 1513
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1514 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1515 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1516 op->stats.ac += change->stats.ac;
1510 1517
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1620 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 } 1621 }
1615 1622
1616 op->value *= change->value; 1623 op->value *= change->value;
1617 1624
1618 if (change->material) 1625 if (change->materials)
1619 op->material = change->material; 1626 op->materials = change->materials;
1620 1627
1621 if (change->materialname) 1628 if (change->materialname)
1622 op->materialname = change->materialname; 1629 op->materialname = change->materialname;
1623 1630
1624 if (change->slaying) 1631 if (change->slaying)
1718 return; 1725 return;
1719 } 1726 }
1720 1727
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1728 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1729 {
1723 int roll = RANDOM () % al->total_chance; 1730 int roll = rndm (al->total_chance);
1724 1731
1725 for (art = al->items; art != NULL; art = art->next) 1732 for (art = al->items; art; art = art->next)
1726 { 1733 {
1727 roll -= art->chance; 1734 roll -= art->chance;
1728 if (roll < 0) 1735 if (roll < 0)
1729 break; 1736 break;
1730 } 1737 }
1823} 1830}
1824 1831
1825void 1832void
1826free_treasurestruct (treasure *t) 1833free_treasurestruct (treasure *t)
1827{ 1834{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1835 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1836 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1837 if (t->next_no) free_treasurestruct (t->next_no);
1834 1838
1835 delete t; 1839 delete t;
1836} 1840}
1837 1841
1838void 1842void
1843 1847
1844 delete lc; 1848 delete lc;
1845} 1849}
1846 1850
1847void 1851void
1848free_artifact (artifact * at) 1852free_artifact (artifact *at)
1849{ 1853{
1850 if (at->next)
1851 free_artifact (at->next); 1854 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1855 if (at->allowed) free_charlinks (at->allowed);
1855 1856
1856 at->item->destroy (1); 1857 at->item->destroy (1);
1857 1858
1858 delete at; 1859 sfree (at);
1859} 1860}
1860 1861
1861void 1862void
1862free_artifactlist (artifactlist * al) 1863free_artifactlist (artifactlist *al)
1863{ 1864{
1864 artifactlist *nextal; 1865 artifactlist *nextal;
1865 1866
1866 for (al = first_artifactlist; al; al = nextal) 1867 for (al = first_artifactlist; al; al = nextal)
1867 { 1868 {
1868 nextal = al->next; 1869 nextal = al->next;
1869 1870
1870 if (al->items) 1871 if (al->items)
1871 free_artifact (al->items); 1872 free_artifact (al->items);
1872 1873
1873 free (al); 1874 sfree (al);
1874 } 1875 }
1875} 1876}
1876 1877
1877void 1878void
1878free_all_treasures (void) 1879free_all_treasures (void)
1879{ 1880{
1880 treasurelist *tl, *next; 1881 treasurelist *tl, *next;
1881 1882
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl; tl = next)
1884 { 1884 {
1885 clear (tl);
1886
1885 next = tl->next; 1887 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1888 delete tl;
1889 } 1889 }
1890
1890 free_artifactlist (first_artifactlist); 1891 free_artifactlist (first_artifactlist);
1891} 1892}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines