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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.34 by root, Sat Jan 20 22:09:51 2007 UTC vs.
Revision 1.74 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25#define ALLOWED_COMBINATION
26 23
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
30 * left on 27 * left on
31 */ 28 */
32#define TREASURE_DEBUG 29#define TREASURE_DEBUG
33 30
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 32
36/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
37 34
38#include <global.h> 35#include <global.h>
39#include <treasure.h> 36#include <treasure.h>
40#include <funcpoint.h>
41#include <loader.h> 37#include <loader.h>
42 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
43 42
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 44
47/* 45typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 46 const char *,
49 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >,
51 true
52> tl_map_t;
50 53
54static tl_map_t tl_map;
55
56/*
57 * Searches for the given treasurelist
58 */
59treasurelist *
60treasurelist::find (const char *name)
61{
62 if (!name)
63 return 0;
64
65 auto (i, tl_map.find (name));
66
67 if (i == tl_map.end ())
68 return 0;
69
70 return i->second;
71}
72
73/*
74 * Searches for the given treasurelist in the globally linked list
75 * of treasurelists which has been built by load_treasures().
76 */
77treasurelist *
78treasurelist::get (const char *name)
79{
80 treasurelist *tl = find (name);
81
82 if (!tl)
83 {
84 tl = new treasurelist;
85
86 tl->name = name;
87 tl->next = first_treasurelist;
88 first_treasurelist = tl;
89
90 tl_map.insert (std::make_pair (tl->name, tl));
91 }
92
93 return tl;
94}
95
96//TODO: class method
51void 97void
52init_archetype_pointers () 98clear (treasurelist *tl)
53{ 99{
54 int prev_warn = warn_archetypes; 100 if (tl->items)
101 {
102 free_treasurestruct (tl->items);
103 tl->items = 0;
104 }
55 105
56 warn_archetypes = 1;
57 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown");
65 warn_archetypes = prev_warn;
66}
67
68/*
69 * Allocate and return the pointer to an empty treasurelist structure.
70 */
71
72static treasurelist *
73get_empty_treasurelist (void)
74{
75 return new treasurelist;
76}
77
78/*
79 * Allocate and return the pointer to an empty treasure structure.
80 */
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86
87 t->chance = 100; 106 tl->total_chance = 0;
88
89 return t;
90} 107}
108
109#ifdef TREASURE_DEBUG
110/* recursived checks the linked list. Treasurelist is passed only
111 * so that the treasure name can be printed out
112 */
113static void
114check_treasurelist (const treasure *t, const treasurelist * tl)
115{
116 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
117 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
118
119 if (t->next)
120 check_treasurelist (t->next, tl);
121
122 if (t->next_yes)
123 check_treasurelist (t->next_yes, tl);
124
125 if (t->next_no)
126 check_treasurelist (t->next_no, tl);
127}
128#endif
91 129
92/* 130/*
93 * Reads the lib/treasure file from disk, and parses the contents 131 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 132 * into an internal treasure structure (very linked lists)
95 */ 133 */
96
97static treasure * 134static treasure *
98load_treasure (FILE * fp, int *line) 135read_treasure (object_thawer &f)
99{ 136{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 137 treasure *t = new treasure;
102 int value;
103 138
104 nroftreasures++; 139 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 140
109 if (*buf == '#') 141 for (;;)
110 continue; 142 {
111 if ((cp = strchr (buf, '\n')) != NULL) 143 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 144
117 if (sscanf (cp, "arch %s", variable)) 145 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 146 {
122 else if (sscanf (cp, "list %s", variable)) 147 case KW_arch:
123 t->name = variable; 148 t->item = archetype::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 149
125 t->change_arch.name = variable; 150 if (!t->item)
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 { 151 {
144 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 t->item = archetype::empty;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
145 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
146 } 182 }
147 else 183
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
149 } 185 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
151 return t; 191 return 0;
152} 192}
153 193
154#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 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);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175
176/* 194/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
179 */ 196 */
180 197treasurelist *
181void 198treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 199{
184 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 201
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 204 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
194 return; 207 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 208
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated. 209 /* 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 210 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
217 */ 212 */
218 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
219 { 218 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 221 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 222
238#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 224 }
240 * verify that list transitions work (ie, the list that it is supposed 225 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 226
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; 227 return tl;
270} 228}
271
272 229
273/* 230/*
274 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
283 */ 240 */
284static void 241static void
285put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
286{ 243{
287 object *tmp; 244 if (flags & GT_ENVIRONMENT)
288 245 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
290 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
291 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
292 * by another object. 249 * by another object.
293 */ 250 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 252 if (op->type == SPELL)
253 {
254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
298 } 267 }
299 else 268 else
300 { 269 {
301 op = creator->insert (op); 270 op = creator->insert (op);
302 271
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
305 274
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 275 if (flags & GT_UPDATE_INV)
276 if (object *tmp = creator->in_player ())
307 esrv_send_item (tmp, op); 277 esrv_send_item (tmp, op);
308 } 278 }
309} 279}
310 280
311/* if there are change_xxx commands in the treasure, we include the changes 281/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 282 * in the generated object
326 296
327 if (t->change_arch.slaying) 297 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 298 op->slaying = t->change_arch.slaying;
329} 299}
330 300
331void 301static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 302create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 303{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 304 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 305 {
338 if (t->name) 306 if (t->name)
339 { 307 {
340 if (difficulty >= t->magic) 308 if (difficulty >= t->magic)
309 if (treasurelist *tl = treasurelist::find (t->name))
310 create_treasure (tl, op, flag, difficulty, tries);
311 else
312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
313 }
314 else
315 {
316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 317 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item); 318 object *tmp = arch_to_object (t->item);
319
352 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
322
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 324 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 325 put_treasure (tmp, op, flag);
357 } 326 }
358 } 327 }
359 328
360 if (t->next_yes != NULL) 329 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 330 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 331 }
363 else if (t->next_no != NULL) 332 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 333 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 334
366 if (t->next != NULL) 335 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 336 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 337}
369 338
370void 339static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 340create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 341{
373 int value = RANDOM () % tl->total_chance; 342 int value = rndm (tl->total_chance);
374 treasure *t; 343 treasure *t;
375 344
376 if (tries++ > 100) 345 if (tries++ > 100)
377 { 346 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 347 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 348 return;
380 } 349 }
381 350
382 for (t = tl->items; t != NULL; t = t->next) 351 for (t = tl->items; t; t = t->next)
383 { 352 {
384 value -= t->chance; 353 value -= t->chance;
385 354
386 if (value < 0) 355 if (value < 0)
387 break; 356 break;
388 } 357 }
389 358
390 if (!t || value >= 0) 359 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 360 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 361
397 if (t->name) 362 if (t->name)
398 { 363 {
399 if (difficulty >= t->magic) 364 if (difficulty >= t->magic)
400 { 365 {
401 treasurelist *tl = find_treasurelist (t->name); 366 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 367 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 368 create_treasure (tl, op, flag, difficulty, tries);
404 } 369 }
405 else if (t->nrof) 370 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 372 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
412 { 374 {
413 object *tmp = arch_to_object (t->item); 375 if (object *tmp = arch_to_object (t->item))
414 376 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
420 379
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 381 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 382 put_treasure (tmp, op, flag);
383 }
424 } 384 }
385}
386
387void
388object::create_treasure (treasurelist *tl, int flags)
389{
390 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 391}
426 392
427/* This calls the appropriate treasure creation function. tries is passed 393/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 394 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 395 * have been made. It is really in place to prevent infinite loops with
432 * to do that. 398 * to do that.
433 */ 399 */
434void 400void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 401create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 402{
403 // empty treasurelists are legal
404 if (!tl->items)
405 return;
437 406
438 if (tries++ > 100) 407 if (tries++ > 100)
439 { 408 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 410 return;
442 } 411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
420 }
421
443 if (tl->total_chance) 422 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 424 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 425 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 426}
454object * 433object *
455generate_treasure (treasurelist *tl, int difficulty) 434generate_treasure (treasurelist *tl, int difficulty)
456{ 435{
457 difficulty = clamp (difficulty, 1, settings.max_level); 436 difficulty = clamp (difficulty, 1, settings.max_level);
458 437
459 object *ob = object::create (), *tmp; 438 object *ob = object::create ();
460 439
461 create_treasure (tl, ob, 0, difficulty, 0); 440 create_treasure (tl, ob, 0, difficulty, 0);
462 441
463 /* Don't want to free the object we are about to return */ 442 /* Don't want to free the object we are about to return */
464 tmp = ob->inv; 443 object *tmp = ob->inv;
465 if (tmp != NULL) 444 if (tmp)
466 tmp->remove (); 445 tmp->remove ();
467 446
468 if (ob->inv) 447 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 448 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 449
478 * The array has two arguments, the difficulty of the level, and the 457 * The array has two arguments, the difficulty of the level, and the
479 * magical bonus "wanted". 458 * magical bonus "wanted".
480 */ 459 */
481 460
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 461static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 462// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 463// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 464 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 465 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 466 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 467 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 468 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 469 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 470 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 471 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 472 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 473 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 474 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 475 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 476 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 477 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 478 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 479 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 480 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 481 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 482 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 483 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 484 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 485 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 486 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 487 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 488 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 489 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 490 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 491 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 492 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 493 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 494 { 0, 0, 0, 0, 100}, // 31
518}; 495};
519
520 496
521/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
523 * 499 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 502 */
527
528int 503int
529level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
530{ 505{
531 int olevel = 0;
532
533 if (!op->inv) 506 if (!op->inv)
534 { 507 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 509 return 0;
537 } 510 }
538 511
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 513
541 if (olevel <= 0) 514 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
543 516
544 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 518}
549 519
550/* 520/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 526 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 527 * weird integer between 1-31.
558 * 528 *
559 */ 529 */
560
561int 530int
562magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
563{ 532{
564 int percent = 0, magic = 0; 533 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 534 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
609 578
610 op->magic = magic; 579 op->magic = magic;
611 if (op->arch) 580 if (op->arch)
612 { 581 {
613 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 584
616 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 586 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 588 }
620 else 589 else
621 { 590 {
622 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
653 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
657 */ 626 */
658
659void 627void
660set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
661{ 629{
662 630
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
664 632
665 if (op->type == AMULET) 633 if (op->type == AMULET)
666 { 634 {
667 if (!(rndm (21))) 635 if (!(rndm (21)))
668 r = 20 + rndm (2); 636 r = 20 + rndm (2);
669 else 637 else
670 { 638 {
671 if (RANDOM () & 2) 639 if (rndm (2))
672 r = 10; 640 r = 10;
673 else 641 else
674 r = 11 + rndm (9); 642 r = 11 + rndm (9);
675 } 643 }
676 } 644 }
686 case 2: 654 case 2:
687 case 3: 655 case 3:
688 case 4: 656 case 4:
689 case 5: 657 case 5:
690 case 6: 658 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
692 break; 660 break;
693 661
694 case 7: 662 case 7:
695 op->stats.dam += bonus; 663 op->stats.dam += bonus;
696 break; 664 break;
727 * positive values for how protections work out. Put another 695 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 696 * little random element in since that they don't always end up with
729 * even values. 697 * even values.
730 */ 698 */
731 if (bonus < 0) 699 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 700 val = 2 * -val - rndm (b);
733 if (val > 35) 701 if (val > 35)
734 val = 35; /* Upper limit */ 702 val = 35; /* Upper limit */
735 b = 0; 703 b = 0;
736 704
737 while (op->resist[resist_table[resist]] != 0 && b < 4) 705 while (op->resist[resist_table[resist]] != 0 && b < 4)
790 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 760 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 762 */
795
796int 763int
797get_magic (int diff) 764get_magic (int diff)
798{ 765{
799 int i; 766 int i;
800 767
801 if (diff < 3) 768 if (diff < 3)
802 diff = 3; 769 diff = 3;
770
803 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 772 if (rndm (diff))
805 return i; 773 return i;
774
806 return 4; 775 return 4;
807} 776}
808 777
809#define DICE2 (get_magic(2)==2?2:1) 778#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 779#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 780
812/* 781/*
813 * fix_generated_item(): This is called after an item is generated, in 782 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells 783 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 784 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 798 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 799 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material 800 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc 801 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 802 */
834
835void 803void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 804fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 805{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 806 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 807
844 save_item_power = op->item_power; 812 save_item_power = op->item_power;
845 op->item_power = 0; 813 op->item_power = 0;
846 814
847 if (op->randomitems && op->type != SPELL) 815 if (op->randomitems && op->type != SPELL)
848 { 816 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
850 if (!op->inv)
851 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
852
853 /* So the treasure doesn't get created again */ 818 /* So the treasure doesn't get created again */
854 op->randomitems = NULL; 819 op->randomitems = 0;
855 } 820 }
856 821
857 if (difficulty < 1) 822 if (difficulty < 1)
858 difficulty = 1; 823 difficulty = 1;
859 824
863 ARG_INT (flags))) 828 ARG_INT (flags)))
864 return; 829 return;
865 830
866 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
867 { 832 {
868 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
869 { 834 {
870 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
871 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
872 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
873 } 838 }
876 if (!op->magic && max_magic) 841 if (!op->magic && max_magic)
877 set_magic (difficulty, op, max_magic, flags); 842 set_magic (difficulty, op, max_magic, flags);
878 843
879 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
880 845
881 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
882 * used for shop_floors or treasures */ 847 || op->type == HORN
848 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
883 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
884 } 850 }
885 851
886 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
887 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
929 { 895 {
930 if (op->type == POTION) 896 if (op->type == POTION)
931 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
932 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
933 { 899 {
934 object *tmp;
935
936 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
937 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
938 op->stats.sp = 0; 902 op->stats.sp = 0;
939 } 903 }
940 } 904 }
941 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
950 set_ring_bonus (op, -DICE2); 914 set_ring_bonus (op, -DICE2);
951 break; 915 break;
952 916
953 case BRACERS: 917 case BRACERS:
954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
955 { 919 {
956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
957 if (!QUERY_FLAG (op, FLAG_CURSED)) 921 if (!QUERY_FLAG (op, FLAG_CURSED))
958 op->value *= 3; 922 op->value *= 3;
959 } 923 }
985 */ 949 */
986 if (op->inv && op->randomitems) 950 if (op->inv && op->randomitems)
987 { 951 {
988 /* value multiplier is same as for scrolls */ 952 /* value multiplier is same as for scrolls */
989 op->value = (op->value * op->inv->value); 953 op->value = (op->value * op->inv->value);
990 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
991 } 955 }
992 else 956 else
993 { 957 {
994 op->name = "potion"; 958 op->name = "potion";
995 op->name_pl = "potions"; 959 op->name_pl = "potions";
999 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
1000 break; 964 break;
1001 } 965 }
1002 966
1003 case AMULET: 967 case AMULET:
1004 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
1005 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
1006 970
1007 case RING: 971 case RING:
1008 if (op->arch == NULL) 972 if (!op->arch) // wtf? schmorp
1009 { 973 {
1010 op->destroy (); 974 op->destroy ();
1011 op = 0; 975 op = 0;
1012 break; 976 break;
1013 } 977 }
1014 978
1015 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 979 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1016 break; 980 break;
1017 981
1018 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1019 SET_FLAG (op, FLAG_CURSED); 983 SET_FLAG (op, FLAG_CURSED);
1020 984
1041 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
1042 } 1006 }
1043 } 1007 }
1044 1008
1045 if (GET_ANIM_ID (op)) 1009 if (GET_ANIM_ID (op))
1046 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1047 1011
1048 break; 1012 break;
1049 1013
1050 case BOOK: 1014 case BOOK:
1051 /* Is it an empty book?, if yes lets make a special· 1015 /* Is it an empty book?, if yes lets make a special·
1056 { 1020 {
1057 /* set the book level properly */ 1021 /* set the book level properly */
1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1059 { 1023 {
1060 if (op->map && op->map->difficulty) 1024 if (op->map && op->map->difficulty)
1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; 1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1062 else 1026 else
1063 op->level = rndm (20) + 1; 1027 op->level = rndm (20) + 1;
1064 } 1028 }
1065 else 1029 else
1066 op->level = RANDOM () % creator->level; 1030 op->level = rndm (creator->level);
1067 1031
1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1069 /* books w/ info are worth more! */ 1033 /* books w/ info are worth more! */
1070 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1071 /* creator related stuff */ 1035 /* creator related stuff */
1170 */ 1134 */
1171 1135
1172/* 1136/*
1173 * Allocate and return the pointer to an empty artifactlist structure. 1137 * Allocate and return the pointer to an empty artifactlist structure.
1174 */ 1138 */
1175
1176static artifactlist * 1139static artifactlist *
1177get_empty_artifactlist (void) 1140get_empty_artifactlist (void)
1178{ 1141{
1179 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1142 return salloc0<artifactlist> ();
1180
1181 if (al == NULL)
1182 fatal (OUT_OF_MEMORY);
1183 al->next = NULL;
1184 al->items = NULL;
1185 al->total_chance = 0;
1186 return al;
1187} 1143}
1188 1144
1189/* 1145/*
1190 * Allocate and return the pointer to an empty artifact structure. 1146 * Allocate and return the pointer to an empty artifact structure.
1191 */ 1147 */
1192
1193static artifact * 1148static artifact *
1194get_empty_artifact (void) 1149get_empty_artifact (void)
1195{ 1150{
1196 artifact *a = (artifact *) malloc (sizeof (artifact)); 1151 return salloc0<artifact> ();
1197
1198 if (a == NULL)
1199 fatal (OUT_OF_MEMORY);
1200 a->item = NULL;
1201 a->next = NULL;
1202 a->chance = 0;
1203 a->difficulty = 0;
1204 a->allowed = NULL;
1205 return a;
1206} 1152}
1207 1153
1208/* 1154/*
1209 * Searches the artifact lists and returns one that has the same type 1155 * Searches the artifact lists and returns one that has the same type
1210 * of objects on it. 1156 * of objects on it.
1211 */ 1157 */
1212
1213artifactlist * 1158artifactlist *
1214find_artifactlist (int type) 1159find_artifactlist (int type)
1215{ 1160{
1216 artifactlist *al;
1217
1218 for (al = first_artifactlist; al != NULL; al = al->next) 1161 for (artifactlist *al = first_artifactlist; al; al = al->next)
1219 if (al->type == type) 1162 if (al->type == type)
1220 return al; 1163 return al;
1221 return NULL;
1222}
1223 1164
1224/*
1225 * For debugging purposes. Dumps all tables.
1226 */
1227
1228void
1229dump_artifacts (void)
1230{
1231 artifactlist *al;
1232 artifact *art;
1233 linked_char *next;
1234
1235 fprintf (logfile, "\n");
1236 for (al = first_artifactlist; al != NULL; al = al->next)
1237 {
1238 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1239 for (art = al->items; art != NULL; art = art->next)
1240 {
1241 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1242 if (art->allowed != NULL)
1243 {
1244 fprintf (logfile, "\tAllowed combinations:");
1245 for (next = art->allowed; next != NULL; next = next->next)
1246 fprintf (logfile, "%s,", &next->name);
1247 fprintf (logfile, "\n");
1248 }
1249 }
1250 }
1251 fprintf (logfile, "\n");
1252}
1253
1254/*
1255 * For debugging purposes. Dumps all treasures recursively (see below).
1256 */
1257void
1258dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1259{
1260 treasurelist *tl;
1261 int i;
1262
1263 if (depth > 100)
1264 return; 1165 return 0;
1265 while (t)
1266 {
1267 if (t->name)
1268 {
1269 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " ");
1271 fprintf (logfile, "{ (list: %s)\n", &t->name);
1272 tl = find_treasurelist (t->name);
1273 if (tl)
1274 dump_monster_treasure_rec (name, tl->items, depth + 2);
1275 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " ");
1277 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1278 }
1279 else
1280 {
1281 for (i = 0; i < depth; i++)
1282 fprintf (logfile, " ");
1283 if (t->item && t->item->clone.type == FLESH)
1284 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1285 else
1286 fprintf (logfile, "%s\n", &t->item->clone.name);
1287 }
1288
1289 if (t->next_yes)
1290 {
1291 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " ");
1293 fprintf (logfile, " (if yes)\n");
1294 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1295 }
1296
1297 if (t->next_no)
1298 {
1299 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " ");
1301 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 }
1304
1305 t = t->next;
1306 }
1307}
1308
1309/*
1310 * For debugging purposes. Dumps all treasures for a given monster.
1311 * Created originally by Raphael Quinet for debugging the alchemy code.
1312 */
1313
1314void
1315dump_monster_treasure (const char *name)
1316{
1317 archetype *at;
1318 int found;
1319
1320 found = 0;
1321 fprintf (logfile, "\n");
1322 for (at = first_archetype; at != NULL; at = at->next)
1323 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1324 {
1325 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1326 if (at->clone.randomitems != NULL)
1327 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1328 else
1329 fprintf (logfile, "(nothing)\n");
1330 fprintf (logfile, "\n");
1331 found++;
1332 }
1333 if (found == 0)
1334 fprintf (logfile, "No objects have the name %s!\n\n", name);
1335} 1166}
1336 1167
1337/* 1168/*
1338 * Builds up the lists of artifacts from the file in the libdir. 1169 * Builds up the lists of artifacts from the file in the libdir.
1339 */ 1170 */
1340
1341void 1171void
1342init_artifacts (void) 1172init_artifacts (void)
1343{ 1173{
1344 static int has_been_inited = 0; 1174 static int has_been_inited = 0;
1345 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1175 char filename[MAX_BUF];
1346 artifact *art = NULL; 1176 artifact *art = NULL;
1347 linked_char *tmp;
1348 int value;
1349 artifactlist *al; 1177 artifactlist *al;
1350 1178
1351 if (has_been_inited) 1179 if (has_been_inited)
1352 return; 1180 return;
1353 else 1181 else
1354 has_been_inited = 1; 1182 has_been_inited = 1;
1355 1183
1356 sprintf (filename, "%s/artifacts", settings.datadir); 1184 sprintf (filename, "%s/artifacts", settings.datadir);
1357 object_thawer thawer (filename); 1185 object_thawer f (filename);
1358 1186
1359 if (!thawer) 1187 if (!f)
1360 return; 1188 return;
1361 1189
1362 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1190 for (;;)
1363 { 1191 {
1364 if (*buf == '#') 1192 switch (f.kw)
1365 continue;
1366 if ((cp = strchr (buf, '\n')) != NULL)
1367 *cp = '\0';
1368 cp = buf;
1369 while (*cp == ' ') /* Skip blanks */
1370 cp++;
1371 if (*cp == '\0')
1372 continue;
1373
1374 if (!strncmp (cp, "Allowed", 7))
1375 { 1193 {
1194 case KW_allowed:
1376 if (art == NULL) 1195 if (!art)
1196 art = get_empty_artifact ();
1197
1377 { 1198 {
1378 art = get_empty_artifact (); 1199 if (!strcmp (f.get_str (), "all"))
1379 nrofartifacts++; 1200 break;
1201
1202 char *next, *cp = f.get_str ();
1203
1204 do
1205 {
1206 if ((next = strchr (cp, ',')))
1207 *next++ = '\0';
1208
1209 linked_char *tmp = new linked_char;
1210
1211 tmp->name = cp;
1212 tmp->next = art->allowed;
1213 art->allowed = tmp;
1214 }
1215 while ((cp = next));
1380 } 1216 }
1381 cp = strchr (cp, ' ') + 1; 1217 break;
1382 if (!strcmp (cp, "all")) 1218
1219 case KW_chance:
1220 f.get (art->chance);
1221 break;
1222
1223 case KW_difficulty:
1224 f.get (art->difficulty);
1225 break;
1226
1227 case KW_object:
1228 {
1229 art->item = object::create ();
1230 f.get (art->item->name);
1231 f.next ();
1232
1233 if (!art->item->parse_kv (f))
1234 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1235
1236 al = find_artifactlist (art->item->type);
1237
1238 if (!al)
1239 {
1240 al = get_empty_artifactlist ();
1241 al->type = art->item->type;
1242 al->next = first_artifactlist;
1243 first_artifactlist = al;
1244 }
1245
1246 art->next = al->items;
1247 al->items = art;
1248 art = 0;
1249 }
1383 continue; 1250 continue;
1384 1251
1385 do 1252 case KW_EOF:
1253 goto done;
1254
1255 default:
1256 if (!f.parse_error ("artifacts file"))
1257 cleanup ("artifacts file required");
1386 { 1258 break;
1387 nrofallowedstr++;
1388 if ((next = strchr (cp, ',')) != NULL)
1389 *(next++) = '\0';
1390 tmp = new linked_char;
1391
1392 tmp->name = cp;
1393 tmp->next = art->allowed;
1394 art->allowed = tmp;
1395 }
1396 while ((cp = next) != NULL);
1397 }
1398 else if (sscanf (cp, "chance %d", &value))
1399 art->chance = (uint16) value;
1400 else if (sscanf (cp, "difficulty %d", &value))
1401 art->difficulty = (uint8) value;
1402 else if (!strncmp (cp, "Object", 6))
1403 { 1259 }
1404 art->item = object::create ();
1405 1260
1406 if (!load_object (thawer, art->item, 0)) 1261 f.next ();
1407 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1408
1409 art->item->name = strchr (cp, ' ') + 1;
1410 al = find_artifactlist (art->item->type);
1411 if (al == NULL)
1412 {
1413 al = get_empty_artifactlist ();
1414 al->type = art->item->type;
1415 al->next = first_artifactlist;
1416 first_artifactlist = al;
1417 }
1418 art->next = al->items;
1419 al->items = art;
1420 art = NULL;
1421 }
1422 else
1423 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1424 } 1262 }
1425 1263
1264done:
1426 for (al = first_artifactlist; al != NULL; al = al->next) 1265 for (al = first_artifactlist; al; al = al->next)
1427 { 1266 {
1267 al->total_chance = 0;
1268
1428 for (art = al->items; art != NULL; art = art->next) 1269 for (art = al->items; art; art = art->next)
1429 { 1270 {
1430 if (!art->chance) 1271 if (!art->chance)
1431 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1272 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1432 else 1273 else
1433 al->total_chance += art->chance; 1274 al->total_chance += art->chance;
1438 } 1279 }
1439 1280
1440 LOG (llevDebug, "done.\n"); 1281 LOG (llevDebug, "done.\n");
1441} 1282}
1442 1283
1443
1444/* 1284/*
1445 * Used in artifact generation. The bonuses of the first object 1285 * Used in artifact generation. The bonuses of the first object
1446 * is modified by the bonuses of the second object. 1286 * is modified by the bonuses of the second object.
1447 */ 1287 */
1448
1449void 1288void
1450add_abilities (object *op, object *change) 1289add_abilities (object *op, object *change)
1451{ 1290{
1452 int i, tmp; 1291 int i, tmp;
1453 1292
1454 if (change->face != blank_face) 1293 if (change->face != blank_face)
1455 { 1294 {
1456#ifdef TREASURE_VERBOSE 1295#ifdef TREASURE_VERBOSE
1457 LOG (llevDebug, "FACE: %d\n", change->face->number); 1296 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1458#endif 1297#endif
1459 op->face = change->face; 1298 op->face = change->face;
1460 } 1299 }
1461 1300
1462 for (i = 0; i < NUM_STATS; i++) 1301 for (i = 0; i < NUM_STATS; i++)
1463 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1464 1303
1465 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1466 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1467 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1468 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1502 1341
1503 op->set_speed (op->speed); 1342 op->set_speed (op->speed);
1504 } 1343 }
1505 1344
1506 if (change->nrof) 1345 if (change->nrof)
1507 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1508 1347
1509 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1510 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1511 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1512 1351
1615 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1616 } 1455 }
1617 1456
1618 op->value *= change->value; 1457 op->value *= change->value;
1619 1458
1620 if (change->material) 1459 if (change->materials)
1621 op->material = change->material; 1460 op->materials = change->materials;
1622 1461
1623 if (change->materialname) 1462 if (change->materialname)
1624 op->materialname = change->materialname; 1463 op->materialname = change->materialname;
1625 1464
1626 if (change->slaying) 1465 if (change->slaying)
1632 if (change->msg) 1471 if (change->msg)
1633 op->msg = change->msg; 1472 op->msg = change->msg;
1634} 1473}
1635 1474
1636static int 1475static int
1637legal_artifact_combination (object *op, artifact * art) 1476legal_artifact_combination (object *op, artifact *art)
1638{ 1477{
1639 int neg, success = 0; 1478 int neg, success = 0;
1640 linked_char *tmp; 1479 linked_char *tmp;
1641 const char *name; 1480 const char *name;
1642 1481
1643 if (art->allowed == (linked_char *) NULL) 1482 if (!art->allowed)
1644 return 1; /* Ie, "all" */ 1483 return 1; /* Ie, "all" */
1484
1645 for (tmp = art->allowed; tmp; tmp = tmp->next) 1485 for (tmp = art->allowed; tmp; tmp = tmp->next)
1646 { 1486 {
1647#ifdef TREASURE_VERBOSE 1487#ifdef TREASURE_VERBOSE
1648 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1488 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1649#endif 1489#endif
1650 if (*tmp->name == '!') 1490 if (*tmp->name == '!')
1651 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1652 else 1492 else
1653 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1654 1494
1655 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1656 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1657 return !neg; 1497 return !neg;
1658 1498
1659 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1660 * everything is allowed except what we match 1500 * everything is allowed except what we match
1661 */ 1501 */
1662 else if (neg) 1502 else if (neg)
1663 success = 1; 1503 success = 1;
1664 } 1504 }
1505
1665 return success; 1506 return success;
1666} 1507}
1667 1508
1668/* 1509/*
1669 * Fixes the given object, giving it the abilities and titles 1510 * Fixes the given object, giving it the abilities and titles
1720 return; 1561 return;
1721 } 1562 }
1722 1563
1723 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (i = 0; i < ARTIFACT_TRIES; i++)
1724 { 1565 {
1725 int roll = RANDOM () % al->total_chance; 1566 int roll = rndm (al->total_chance);
1726 1567
1727 for (art = al->items; art != NULL; art = art->next) 1568 for (art = al->items; art; art = art->next)
1728 { 1569 {
1729 roll -= art->chance; 1570 roll -= art->chance;
1730 if (roll < 0) 1571 if (roll < 0)
1731 break; 1572 break;
1732 } 1573 }
1748 continue; 1589 continue;
1749 1590
1750 if (!legal_artifact_combination (op, art)) 1591 if (!legal_artifact_combination (op, art))
1751 { 1592 {
1752#ifdef TREASURE_VERBOSE 1593#ifdef TREASURE_VERBOSE
1753 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1594 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1754#endif 1595#endif
1755 continue; 1596 continue;
1756 } 1597 }
1598
1757 give_artifact_abilities (op, art->item); 1599 give_artifact_abilities (op, art->item);
1758 return; 1600 return;
1759 } 1601 }
1760} 1602}
1761 1603
1805 SET_FLAG (item, FLAG_NO_STEAL); 1647 SET_FLAG (item, FLAG_NO_STEAL);
1806 } 1648 }
1807} 1649}
1808 1650
1809/* special_potion() - so that old potion code is still done right. */ 1651/* special_potion() - so that old potion code is still done right. */
1810
1811int 1652int
1812special_potion (object *op) 1653special_potion (object *op)
1813{ 1654{
1814 if (op->attacktype) 1655 if (op->attacktype)
1815 return 1; 1656 return 1;
1825} 1666}
1826 1667
1827void 1668void
1828free_treasurestruct (treasure *t) 1669free_treasurestruct (treasure *t)
1829{ 1670{
1830 if (t->next)
1831 free_treasurestruct (t->next); 1671 if (t->next) free_treasurestruct (t->next);
1832 if (t->next_yes)
1833 free_treasurestruct (t->next_yes); 1672 if (t->next_yes) free_treasurestruct (t->next_yes);
1834 if (t->next_no)
1835 free_treasurestruct (t->next_no); 1673 if (t->next_no) free_treasurestruct (t->next_no);
1836 1674
1837 delete t; 1675 delete t;
1838} 1676}
1839 1677
1840void 1678void
1845 1683
1846 delete lc; 1684 delete lc;
1847} 1685}
1848 1686
1849void 1687void
1850free_artifact (artifact * at) 1688free_artifact (artifact *at)
1851{ 1689{
1852 if (at->next)
1853 free_artifact (at->next); 1690 if (at->next) free_artifact (at->next);
1854
1855 if (at->allowed)
1856 free_charlinks (at->allowed); 1691 if (at->allowed) free_charlinks (at->allowed);
1857 1692
1858 at->item->destroy (1); 1693 at->item->destroy (1);
1859 1694
1860 delete at; 1695 sfree (at);
1861} 1696}
1862 1697
1863void 1698void
1864free_artifactlist (artifactlist * al) 1699free_artifactlist (artifactlist *al)
1865{ 1700{
1866 artifactlist *nextal; 1701 artifactlist *nextal;
1867 1702
1868 for (al = first_artifactlist; al; al = nextal) 1703 for (al = first_artifactlist; al; al = nextal)
1869 { 1704 {
1870 nextal = al->next; 1705 nextal = al->next;
1871 1706
1872 if (al->items) 1707 if (al->items)
1873 free_artifact (al->items); 1708 free_artifact (al->items);
1874 1709
1875 free (al); 1710 sfree (al);
1876 } 1711 }
1877} 1712}
1878 1713
1879void 1714void
1880free_all_treasures (void) 1715free_all_treasures (void)
1881{ 1716{
1882 treasurelist *tl, *next; 1717 treasurelist *tl, *next;
1883 1718
1884
1885 for (tl = first_treasurelist; tl != NULL; tl = next) 1719 for (tl = first_treasurelist; tl; tl = next)
1886 { 1720 {
1721 clear (tl);
1722
1887 next = tl->next; 1723 next = tl->next;
1888 if (tl->items)
1889 free_treasurestruct (tl->items);
1890 delete tl; 1724 delete tl;
1891 } 1725 }
1726
1892 free_artifactlist (first_artifactlist); 1727 free_artifactlist (first_artifactlist);
1893} 1728}

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