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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 1.57 by root, Tue Apr 24 00:42:02 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */ 23 */
24 24
25#define ALLOWED_COMBINATION
26
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h> 38#include <funcpoint.h>
41#include <loader.h> 39#include <loader.h>
42 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
43 44
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 46
47/* 47typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 48 const char *,
49 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
50 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
51void 99void
52init_archetype_pointers () 100clear (treasurelist *tl)
53{ 101{
54 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
55 107
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; 108 tl->total_chance = 0;
88
89 return t;
90} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
91 131
92/* 132/*
93 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
95 */ 135 */
96
97static treasure * 136static treasure *
98load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
99{ 138{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
102 int value;
103 140
104 nroftreasures++; 141 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 142
109 if (*buf == '#') 143 for (;;)
110 continue; 144 {
111 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 146
117 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 148 {
122 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
123 t->name = variable; 150 t->item = archetype::get (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 151 break;
125 t->change_arch.name = variable; 152
126 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
127 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
128 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
129 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
130 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
131 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
132 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
133 t->nrof = (uint16) value; 160
134 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
135 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
136 else if (!strcmp (cp, "yes")) 163
137 t->next_yes = load_treasure (fp, line); 164 case KW_end:
138 else if (!strcmp (cp, "no")) 165 f.next ();
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
145 return t; 166 return t;
146 }
147 else
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 }
150 LOG (llevError, "treasure lacks 'end'.\n");
151 return t;
152}
153 167
154#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
155 171
156/* recursived checks the linked list. Treasurelist is passed only 172 default:
157 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
158 */ 174 return 0;
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
175 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
176/* 183/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
179 */ 185 */
180 186treasurelist *
181void 187treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 188{
184 FILE *fp; 189 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;
189 190
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 193 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
194 return; 196 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 197
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. 198 /* 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 199 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
217 */ 201 */
218 if (!strncmp (buf, "treasureone", 11)) 202 tl->total_chance = 0;
203
204 if (one)
205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
208 if (t->next_yes || t->next_no)
219 { 209 {
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); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 212 }
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);
237 213
238#ifdef TREASURE_DEBUG 214 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 215 }
240 * verify that list transitions work (ie, the list that it is supposed 216 }
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}
248 217
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; 218 return tl;
270} 219}
271
272 220
273/* 221/*
274 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 224 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
283 */ 231 */
284static void 232static void
285put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
286{ 234{
287 object *tmp; 235 if (flags & GT_ENVIRONMENT)
288 236 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 237 /* 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 238 * 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 239 * this is the original object, or if this is an object that should be created
292 * by another object. 240 * by another object.
293 */ 241 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 242 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 243 if (op->type == SPELL)
244 {
245 op->destroy ();
246 return;
247 }
248
249 op->expand_tail ();
250
251 if (ob_blocked (op, creator->map, creator->x, creator->y))
252 op->destroy ();
253 else
254 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 255 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 256 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
257 }
298 } 258 }
299 else 259 else
300 { 260 {
301 op = creator->insert (op); 261 op = creator->insert (op);
302 262
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 263 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 264 monster_check_apply (creator, op);
305 265
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 266 if (flags & GT_UPDATE_INV)
267 if (object *tmp = creator->in_player ())
307 esrv_send_item (tmp, op); 268 esrv_send_item (tmp, op);
308 } 269 }
309} 270}
310 271
311/* if there are change_xxx commands in the treasure, we include the changes 272/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 273 * in the generated object
326 287
327 if (t->change_arch.slaying) 288 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 289 op->slaying = t->change_arch.slaying;
329} 290}
330 291
331void 292static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 293create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 294{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 295 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 296 {
338 if (t->name) 297 if (t->name)
339 { 298 {
340 if (difficulty >= t->magic) 299 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name); 300 if (treasurelist *tl = treasurelist::find (t->name))
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries); 301 create_treasure (tl, op, flag, difficulty, tries);
345 } 302 else
303 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
346 } 304 }
347 else 305 else
348 { 306 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 307 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 { 308 {
351 tmp = arch_to_object (t->item); 309 object *tmp = arch_to_object (t->item);
310
352 if (t->nrof && tmp->nrof <= 1) 311 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 312 tmp->nrof = rndm (t->nrof) + 1;
313
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 314 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 315 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 316 put_treasure (tmp, op, flag);
357 } 317 }
358 } 318 }
359 319
360 if (t->next_yes != NULL) 320 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 321 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 322 }
363 else if (t->next_no != NULL) 323 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 324 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 325
366 if (t->next != NULL) 326 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 327 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 328}
369 329
370void 330static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 331create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 332{
373 int value = RANDOM () % tl->total_chance; 333 int value = rndm (tl->total_chance);
374 treasure *t; 334 treasure *t;
375 335
376 if (tries++ > 100) 336 if (tries++ > 100)
377 { 337 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 338 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 339 return;
380 } 340 }
381 341
382 for (t = tl->items; t != NULL; t = t->next) 342 for (t = tl->items; t; t = t->next)
383 { 343 {
384 value -= t->chance; 344 value -= t->chance;
385 345
386 if (value < 0) 346 if (value < 0)
387 break; 347 break;
388 } 348 }
389 349
390 if (!t || value >= 0) 350 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 351 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 352
397 if (t->name) 353 if (t->name)
398 { 354 {
399 if (difficulty >= t->magic) 355 if (difficulty >= t->magic)
400 { 356 {
401 treasurelist *tl = find_treasurelist (t->name); 357 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 358 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 359 create_treasure (tl, op, flag, difficulty, tries);
404 } 360 }
405 else if (t->nrof) 361 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 362 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 363 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 364 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 { 365 {
413 object *tmp = arch_to_object (t->item); 366 if (object *tmp = arch_to_object (t->item))
414 367 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 368 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 369 tmp->nrof = rndm (t->nrof) + 1;
420 370
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 371 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 372 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 373 put_treasure (tmp, op, flag);
374 }
424 } 375 }
376}
377
378void
379object::create_treasure (treasurelist *tl, int flags)
380{
381 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 382}
426 383
427/* This calls the appropriate treasure creation function. tries is passed 384/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 385 * 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 386 * have been made. It is really in place to prevent infinite loops with
432 * to do that. 389 * to do that.
433 */ 390 */
434void 391void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 392create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 393{
394 // empty treasurelists are legal
395 if (!tl->items)
396 return;
437 397
438 if (tries++ > 100) 398 if (tries++ > 100)
439 { 399 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 400 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 401 return;
442 } 402 }
403
443 if (tl->total_chance) 404 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 405 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 406 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 407 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 408}
454object * 415object *
455generate_treasure (treasurelist *tl, int difficulty) 416generate_treasure (treasurelist *tl, int difficulty)
456{ 417{
457 difficulty = clamp (difficulty, 1, settings.max_level); 418 difficulty = clamp (difficulty, 1, settings.max_level);
458 419
459 object *ob = object::create (), *tmp; 420 object *ob = object::create ();
460 421
461 create_treasure (tl, ob, 0, difficulty, 0); 422 create_treasure (tl, ob, 0, difficulty, 0);
462 423
463 /* Don't want to free the object we are about to return */ 424 /* Don't want to free the object we are about to return */
464 tmp = ob->inv; 425 object *tmp = ob->inv;
465 if (tmp != NULL) 426 if (tmp)
466 tmp->remove (); 427 tmp->remove ();
467 428
468 if (ob->inv) 429 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 430 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 431
478 * The array has two arguments, the difficulty of the level, and the 439 * The array has two arguments, the difficulty of the level, and the
479 * magical bonus "wanted". 440 * magical bonus "wanted".
480 */ 441 */
481 442
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 443static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 444// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 445// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 446 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 447 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 448 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 449 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 450 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 451 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 452 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 453 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 454 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 455 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 456 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 457 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 458 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 459 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 460 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 461 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 462 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 463 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 464 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 465 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 466 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 467 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 468 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 469 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 470 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 471 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 472 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 473 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 474 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 475 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 476 { 0, 0, 0, 0, 100}, // 31
518}; 477};
519
520 478
521/* calculate the appropriate level for wands staves and scrolls. 479/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 480 * This code presumes that op has had its spell object created (in op->inv)
523 * 481 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 482 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 483 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 484 */
527
528int 485int
529level_for_item (const object *op, int difficulty) 486level_for_item (const object *op, int difficulty)
530{ 487{
531 int olevel = 0; 488 int olevel = 0;
532 489
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 512 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 513 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 514 * weird integer between 1-31.
558 * 515 *
559 */ 516 */
560
561int 517int
562magic_from_difficulty (int difficulty) 518magic_from_difficulty (int difficulty)
563{ 519{
564 int percent = 0, magic = 0; 520 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 521 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
653 * 1) Since rings can have multiple bonuses, if the same bonus 609 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 610 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 611 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 612 * 2) Add code to deal with new PR method.
657 */ 613 */
658
659void 614void
660set_ring_bonus (object *op, int bonus) 615set_ring_bonus (object *op, int bonus)
661{ 616{
662 617
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 618 int r = rndm (bonus > 0 ? 25 : 11);
664 619
665 if (op->type == AMULET) 620 if (op->type == AMULET)
666 { 621 {
667 if (!(rndm (21))) 622 if (!(rndm (21)))
668 r = 20 + rndm (2); 623 r = 20 + rndm (2);
669 else 624 else
670 { 625 {
671 if (RANDOM () & 2) 626 if (rndm (2))
672 r = 10; 627 r = 10;
673 else 628 else
674 r = 11 + rndm (9); 629 r = 11 + rndm (9);
675 } 630 }
676 } 631 }
727 * positive values for how protections work out. Put another 682 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 683 * little random element in since that they don't always end up with
729 * even values. 684 * even values.
730 */ 685 */
731 if (bonus < 0) 686 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 687 val = 2 * -val - rndm (b);
733 if (val > 35) 688 if (val > 35)
734 val = 35; /* Upper limit */ 689 val = 35; /* Upper limit */
735 b = 0; 690 b = 0;
736 691
737 while (op->resist[resist_table[resist]] != 0 && b < 4) 692 while (op->resist[resist_table[resist]] != 0 && b < 4)
790 * higher is the chance of returning a low number. 745 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 746 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 747 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 748 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 749 */
795
796int 750int
797get_magic (int diff) 751get_magic (int diff)
798{ 752{
799 int i; 753 int i;
800 754
801 if (diff < 3) 755 if (diff < 3)
802 diff = 3; 756 diff = 3;
757
803 for (i = 0; i < 4; i++) 758 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 759 if (rndm (diff))
805 return i; 760 return i;
761
806 return 4; 762 return 4;
807} 763}
808 764
809#define DICE2 (get_magic(2)==2?2:1) 765#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 766#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 767
812/* 768/*
813 * fix_generated_item(): This is called after an item is generated, in 769 * 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 770 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 771 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 785 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 786 * 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 787 * 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 788 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 789 */
834
835void 790void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 791fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 792{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 793 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 794
844 save_item_power = op->item_power; 799 save_item_power = op->item_power;
845 op->item_power = 0; 800 op->item_power = 0;
846 801
847 if (op->randomitems && op->type != SPELL) 802 if (op->randomitems && op->type != SPELL)
848 { 803 {
849 create_treasure (op->randomitems, op, flags, difficulty, 0); 804 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 */ 805 /* So the treasure doesn't get created again */
854 op->randomitems = NULL; 806 op->randomitems = 0;
855 } 807 }
856 808
857 if (difficulty < 1) 809 if (difficulty < 1)
858 difficulty = 1; 810 difficulty = 1;
859 811
876 if (!op->magic && max_magic) 828 if (!op->magic && max_magic)
877 set_magic (difficulty, op, max_magic, flags); 829 set_magic (difficulty, op, max_magic, flags);
878 830
879 num_enchantments = calc_item_power (op, 1); 831 num_enchantments = calc_item_power (op, 1);
880 832
881 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 833 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
834 || op->type == HORN
835 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
882 * used for shop_floors or treasures */ 836 * used for shop_floors or treasures */
883 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
884 } 838 }
885 839
886 /* Object was made an artifact. Calculate its item_power rating. 840 /* Object was made an artifact. Calculate its item_power rating.
949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 903 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
950 set_ring_bonus (op, -DICE2); 904 set_ring_bonus (op, -DICE2);
951 break; 905 break;
952 906
953 case BRACERS: 907 case BRACERS:
954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 908 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
955 { 909 {
956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 910 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
957 if (!QUERY_FLAG (op, FLAG_CURSED)) 911 if (!QUERY_FLAG (op, FLAG_CURSED))
958 op->value *= 3; 912 op->value *= 3;
959 } 913 }
985 */ 939 */
986 if (op->inv && op->randomitems) 940 if (op->inv && op->randomitems)
987 { 941 {
988 /* value multiplier is same as for scrolls */ 942 /* value multiplier is same as for scrolls */
989 op->value = (op->value * op->inv->value); 943 op->value = (op->value * op->inv->value);
990 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 944 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
991 } 945 }
992 else 946 else
993 { 947 {
994 op->name = "potion"; 948 op->name = "potion";
995 op->name_pl = "potions"; 949 op->name_pl = "potions";
1041 set_ring_bonus (op, d); 995 set_ring_bonus (op, d);
1042 } 996 }
1043 } 997 }
1044 998
1045 if (GET_ANIM_ID (op)) 999 if (GET_ANIM_ID (op))
1046 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1000 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1047 1001
1048 break; 1002 break;
1049 1003
1050 case BOOK: 1004 case BOOK:
1051 /* Is it an empty book?, if yes lets make a special· 1005 /* Is it an empty book?, if yes lets make a special·
1056 { 1010 {
1057 /* set the book level properly */ 1011 /* set the book level properly */
1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1012 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1059 { 1013 {
1060 if (op->map && op->map->difficulty) 1014 if (op->map && op->map->difficulty)
1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; 1015 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1062 else 1016 else
1063 op->level = rndm (20) + 1; 1017 op->level = rndm (20) + 1;
1064 } 1018 }
1065 else 1019 else
1066 op->level = RANDOM () % creator->level; 1020 op->level = rndm (creator->level);
1067 1021
1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1022 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1069 /* books w/ info are worth more! */ 1023 /* books w/ info are worth more! */
1070 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1024 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1071 /* creator related stuff */ 1025 /* creator related stuff */
1170 */ 1124 */
1171 1125
1172/* 1126/*
1173 * Allocate and return the pointer to an empty artifactlist structure. 1127 * Allocate and return the pointer to an empty artifactlist structure.
1174 */ 1128 */
1175
1176static artifactlist * 1129static artifactlist *
1177get_empty_artifactlist (void) 1130get_empty_artifactlist (void)
1178{ 1131{
1179 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1132 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} 1133}
1188 1134
1189/* 1135/*
1190 * Allocate and return the pointer to an empty artifact structure. 1136 * Allocate and return the pointer to an empty artifact structure.
1191 */ 1137 */
1192
1193static artifact * 1138static artifact *
1194get_empty_artifact (void) 1139get_empty_artifact (void)
1195{ 1140{
1196 artifact *a = (artifact *) malloc (sizeof (artifact)); 1141 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} 1142}
1207 1143
1208/* 1144/*
1209 * Searches the artifact lists and returns one that has the same type 1145 * Searches the artifact lists and returns one that has the same type
1210 * of objects on it. 1146 * of objects on it.
1211 */ 1147 */
1212
1213artifactlist * 1148artifactlist *
1214find_artifactlist (int type) 1149find_artifactlist (int type)
1215{ 1150{
1216 artifactlist *al;
1217
1218 for (al = first_artifactlist; al != NULL; al = al->next) 1151 for (artifactlist *al = first_artifactlist; al; al = al->next)
1219 if (al->type == type) 1152 if (al->type == type)
1220 return al; 1153 return al;
1154
1221 return NULL; 1155 return 0;
1222} 1156}
1223 1157
1224/* 1158/*
1225 * For debugging purposes. Dumps all tables. 1159 * For debugging purposes. Dumps all tables.
1226 */ 1160 */
1227
1228void 1161void
1229dump_artifacts (void) 1162dump_artifacts (void)
1230{ 1163{
1231 artifactlist *al; 1164 artifactlist *al;
1232 artifact *art; 1165 artifact *art;
1239 for (art = al->items; art != NULL; art = art->next) 1172 for (art = al->items; art != NULL; art = art->next)
1240 { 1173 {
1241 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1174 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1242 if (art->allowed != NULL) 1175 if (art->allowed != NULL)
1243 { 1176 {
1244 fprintf (logfile, "\tAllowed combinations:"); 1177 fprintf (logfile, "\tallowed combinations:");
1245 for (next = art->allowed; next != NULL; next = next->next) 1178 for (next = art->allowed; next != NULL; next = next->next)
1246 fprintf (logfile, "%s,", &next->name); 1179 fprintf (logfile, "%s,", &next->name);
1247 fprintf (logfile, "\n"); 1180 fprintf (logfile, "\n");
1248 } 1181 }
1249 } 1182 }
1260 treasurelist *tl; 1193 treasurelist *tl;
1261 int i; 1194 int i;
1262 1195
1263 if (depth > 100) 1196 if (depth > 100)
1264 return; 1197 return;
1198
1265 while (t) 1199 while (t)
1266 { 1200 {
1267 if (t->name) 1201 if (t->name)
1268 { 1202 {
1269 for (i = 0; i < depth; i++) 1203 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1204 fprintf (logfile, " ");
1205
1271 fprintf (logfile, "{ (list: %s)\n", &t->name); 1206 fprintf (logfile, "{ (list: %s)\n", &t->name);
1207
1272 tl = find_treasurelist (t->name); 1208 tl = treasurelist::find (t->name);
1273 if (tl) 1209 if (tl)
1274 dump_monster_treasure_rec (name, tl->items, depth + 2); 1210 dump_monster_treasure_rec (name, tl->items, depth + 2);
1211
1275 for (i = 0; i < depth; i++) 1212 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1213 fprintf (logfile, " ");
1214
1277 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1215 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1278 } 1216 }
1279 else 1217 else
1280 { 1218 {
1281 for (i = 0; i < depth; i++) 1219 for (i = 0; i < depth; i++)
1282 fprintf (logfile, " "); 1220 fprintf (logfile, " ");
1221
1283 if (t->item && t->item->clone.type == FLESH) 1222 if (t->item && t->item->clone.type == FLESH)
1284 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1223 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1285 else 1224 else
1286 fprintf (logfile, "%s\n", &t->item->clone.name); 1225 fprintf (logfile, "%s\n", &t->item->clone.name);
1287 } 1226 }
1288 1227
1289 if (t->next_yes) 1228 if (t->next_yes)
1290 { 1229 {
1291 for (i = 0; i < depth; i++) 1230 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " "); 1231 fprintf (logfile, " ");
1232
1293 fprintf (logfile, " (if yes)\n"); 1233 fprintf (logfile, " (if yes)\n");
1294 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1234 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1295 } 1235 }
1296 1236
1297 if (t->next_no) 1237 if (t->next_no)
1298 { 1238 {
1299 for (i = 0; i < depth; i++) 1239 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " "); 1240 fprintf (logfile, " ");
1241
1301 fprintf (logfile, " (if no)\n"); 1242 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1243 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 } 1244 }
1304 1245
1305 t = t->next; 1246 t = t->next;
1308 1249
1309/* 1250/*
1310 * For debugging purposes. Dumps all treasures for a given monster. 1251 * For debugging purposes. Dumps all treasures for a given monster.
1311 * Created originally by Raphael Quinet for debugging the alchemy code. 1252 * Created originally by Raphael Quinet for debugging the alchemy code.
1312 */ 1253 */
1313
1314void 1254void
1315dump_monster_treasure (const char *name) 1255dump_monster_treasure (const char *name)
1316{ 1256{
1317 archetype *at; 1257 archetype *at;
1318 int found; 1258 int found;
1319 1259
1320 found = 0; 1260 found = 0;
1321 fprintf (logfile, "\n"); 1261 fprintf (logfile, "\n");
1262
1322 for (at = first_archetype; at != NULL; at = at->next) 1263 for (at = first_archetype; at != NULL; at = at->next)
1323 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1264 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1324 { 1265 {
1325 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1266 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1326 if (at->clone.randomitems != NULL) 1267 if (at->clone.randomitems != NULL)
1327 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1268 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1328 else 1269 else
1329 fprintf (logfile, "(nothing)\n"); 1270 fprintf (logfile, "(nothing)\n");
1271
1330 fprintf (logfile, "\n"); 1272 fprintf (logfile, "\n");
1331 found++; 1273 found++;
1332 } 1274 }
1275
1333 if (found == 0) 1276 if (found == 0)
1334 fprintf (logfile, "No objects have the name %s!\n\n", name); 1277 fprintf (logfile, "No objects have the name %s!\n\n", name);
1335} 1278}
1336 1279
1337/* 1280/*
1338 * Builds up the lists of artifacts from the file in the libdir. 1281 * Builds up the lists of artifacts from the file in the libdir.
1339 */ 1282 */
1340
1341void 1283void
1342init_artifacts (void) 1284init_artifacts (void)
1343{ 1285{
1344 static int has_been_inited = 0; 1286 static int has_been_inited = 0;
1345 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1287 char filename[MAX_BUF];
1346 artifact *art = NULL; 1288 artifact *art = NULL;
1347 linked_char *tmp;
1348 int value;
1349 artifactlist *al; 1289 artifactlist *al;
1350 1290
1351 if (has_been_inited) 1291 if (has_been_inited)
1352 return; 1292 return;
1353 else 1293 else
1354 has_been_inited = 1; 1294 has_been_inited = 1;
1355 1295
1356 sprintf (filename, "%s/artifacts", settings.datadir); 1296 sprintf (filename, "%s/artifacts", settings.datadir);
1357 object_thawer thawer (filename); 1297 object_thawer f (filename);
1358 1298
1359 if (!thawer) 1299 if (!f)
1360 return; 1300 return;
1361 1301
1362 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1302 f.next ();
1363 {
1364 if (*buf == '#')
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 1303
1374 if (!strncmp (cp, "Allowed", 7)) 1304 for (;;)
1305 {
1306 switch (f.kw)
1375 { 1307 {
1308 case KW_allowed:
1376 if (art == NULL) 1309 if (!art)
1310 art = get_empty_artifact ();
1311
1377 { 1312 {
1378 art = get_empty_artifact (); 1313 if (!strcmp (f.get_str (), "all"))
1379 nrofartifacts++; 1314 break;
1315
1316 char *next, *cp = f.get_str ();
1317
1318 do
1319 {
1320 if ((next = strchr (cp, ',')))
1321 *next++ = '\0';
1322
1323 linked_char *tmp = new linked_char;
1324
1325 tmp->name = cp;
1326 tmp->next = art->allowed;
1327 art->allowed = tmp;
1328 }
1329 while ((cp = next));
1380 } 1330 }
1381 cp = strchr (cp, ' ') + 1; 1331 break;
1382 if (!strcmp (cp, "all")) 1332
1333 case KW_chance:
1334 f.get (art->chance);
1335 break;
1336
1337 case KW_difficulty:
1338 f.get (art->difficulty);
1339 break;
1340
1341 case KW_object:
1342 {
1343 art->item = object::create ();
1344 f.get (art->item->name);
1345 f.next ();
1346
1347 if (!art->item->parse_kv (f))
1348 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1349
1350 al = find_artifactlist (art->item->type);
1351
1352 if (!al)
1353 {
1354 al = get_empty_artifactlist ();
1355 al->type = art->item->type;
1356 al->next = first_artifactlist;
1357 first_artifactlist = al;
1358 }
1359
1360 art->next = al->items;
1361 al->items = art;
1362 art = 0;
1363 }
1383 continue; 1364 continue;
1384 1365
1385 do 1366 case KW_EOF:
1367 goto done;
1368
1369 default:
1370 if (!f.parse_error ("artifacts file"))
1371 cleanup ("artifacts file required");
1386 { 1372 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 { 1373 }
1404 art->item = object::create ();
1405 1374
1406 if (!load_object (thawer, art->item, 0)) 1375 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 } 1376 }
1425 1377
1378done:
1426 for (al = first_artifactlist; al != NULL; al = al->next) 1379 for (al = first_artifactlist; al; al = al->next)
1427 { 1380 {
1381 al->total_chance = 0;
1382
1428 for (art = al->items; art != NULL; art = art->next) 1383 for (art = al->items; art; art = art->next)
1429 { 1384 {
1430 if (!art->chance) 1385 if (!art->chance)
1431 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1386 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1432 else 1387 else
1433 al->total_chance += art->chance; 1388 al->total_chance += art->chance;
1438 } 1393 }
1439 1394
1440 LOG (llevDebug, "done.\n"); 1395 LOG (llevDebug, "done.\n");
1441} 1396}
1442 1397
1443
1444/* 1398/*
1445 * Used in artifact generation. The bonuses of the first object 1399 * Used in artifact generation. The bonuses of the first object
1446 * is modified by the bonuses of the second object. 1400 * is modified by the bonuses of the second object.
1447 */ 1401 */
1448
1449void 1402void
1450add_abilities (object *op, object *change) 1403add_abilities (object *op, object *change)
1451{ 1404{
1452 int i, tmp; 1405 int i, tmp;
1453 1406
1454 if (change->face != blank_face) 1407 if (change->face != blank_face)
1455 { 1408 {
1456#ifdef TREASURE_VERBOSE 1409#ifdef TREASURE_VERBOSE
1457 LOG (llevDebug, "FACE: %d\n", change->face->number); 1410 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1458#endif 1411#endif
1459 op->face = change->face; 1412 op->face = change->face;
1460 } 1413 }
1461 1414
1462 for (i = 0; i < NUM_STATS; i++) 1415 for (i = 0; i < NUM_STATS; i++)
1502 1455
1503 op->set_speed (op->speed); 1456 op->set_speed (op->speed);
1504 } 1457 }
1505 1458
1506 if (change->nrof) 1459 if (change->nrof)
1507 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1460 op->nrof = rndm (change->nrof) + 1;
1508 1461
1509 op->stats.exp += change->stats.exp; /* Speed modifier */ 1462 op->stats.exp += change->stats.exp; /* Speed modifier */
1510 op->stats.wc += change->stats.wc; 1463 op->stats.wc += change->stats.wc;
1511 op->stats.ac += change->stats.ac; 1464 op->stats.ac += change->stats.ac;
1512 1465
1615 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1568 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1616 } 1569 }
1617 1570
1618 op->value *= change->value; 1571 op->value *= change->value;
1619 1572
1620 if (change->material) 1573 if (change->materials)
1621 op->material = change->material; 1574 op->materials = change->materials;
1622 1575
1623 if (change->materialname) 1576 if (change->materialname)
1624 op->materialname = change->materialname; 1577 op->materialname = change->materialname;
1625 1578
1626 if (change->slaying) 1579 if (change->slaying)
1632 if (change->msg) 1585 if (change->msg)
1633 op->msg = change->msg; 1586 op->msg = change->msg;
1634} 1587}
1635 1588
1636static int 1589static int
1637legal_artifact_combination (object *op, artifact * art) 1590legal_artifact_combination (object *op, artifact *art)
1638{ 1591{
1639 int neg, success = 0; 1592 int neg, success = 0;
1640 linked_char *tmp; 1593 linked_char *tmp;
1641 const char *name; 1594 const char *name;
1642 1595
1643 if (art->allowed == (linked_char *) NULL) 1596 if (!art->allowed)
1644 return 1; /* Ie, "all" */ 1597 return 1; /* Ie, "all" */
1598
1645 for (tmp = art->allowed; tmp; tmp = tmp->next) 1599 for (tmp = art->allowed; tmp; tmp = tmp->next)
1646 { 1600 {
1647#ifdef TREASURE_VERBOSE 1601#ifdef TREASURE_VERBOSE
1648 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1602 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1649#endif 1603#endif
1650 if (*tmp->name == '!') 1604 if (*tmp->name == '!')
1651 name = tmp->name + 1, neg = 1; 1605 name = tmp->name + 1, neg = 1;
1652 else 1606 else
1653 name = tmp->name, neg = 0; 1607 name = tmp->name, neg = 0;
1660 * everything is allowed except what we match 1614 * everything is allowed except what we match
1661 */ 1615 */
1662 else if (neg) 1616 else if (neg)
1663 success = 1; 1617 success = 1;
1664 } 1618 }
1619
1665 return success; 1620 return success;
1666} 1621}
1667 1622
1668/* 1623/*
1669 * Fixes the given object, giving it the abilities and titles 1624 * Fixes the given object, giving it the abilities and titles
1720 return; 1675 return;
1721 } 1676 }
1722 1677
1723 for (i = 0; i < ARTIFACT_TRIES; i++) 1678 for (i = 0; i < ARTIFACT_TRIES; i++)
1724 { 1679 {
1725 int roll = RANDOM () % al->total_chance; 1680 int roll = rndm (al->total_chance);
1726 1681
1727 for (art = al->items; art != NULL; art = art->next) 1682 for (art = al->items; art; art = art->next)
1728 { 1683 {
1729 roll -= art->chance; 1684 roll -= art->chance;
1730 if (roll < 0) 1685 if (roll < 0)
1731 break; 1686 break;
1732 } 1687 }
1748 continue; 1703 continue;
1749 1704
1750 if (!legal_artifact_combination (op, art)) 1705 if (!legal_artifact_combination (op, art))
1751 { 1706 {
1752#ifdef TREASURE_VERBOSE 1707#ifdef TREASURE_VERBOSE
1753 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1708 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1754#endif 1709#endif
1755 continue; 1710 continue;
1756 } 1711 }
1712
1757 give_artifact_abilities (op, art->item); 1713 give_artifact_abilities (op, art->item);
1758 return; 1714 return;
1759 } 1715 }
1760} 1716}
1761 1717
1805 SET_FLAG (item, FLAG_NO_STEAL); 1761 SET_FLAG (item, FLAG_NO_STEAL);
1806 } 1762 }
1807} 1763}
1808 1764
1809/* special_potion() - so that old potion code is still done right. */ 1765/* special_potion() - so that old potion code is still done right. */
1810
1811int 1766int
1812special_potion (object *op) 1767special_potion (object *op)
1813{ 1768{
1814 if (op->attacktype) 1769 if (op->attacktype)
1815 return 1; 1770 return 1;
1825} 1780}
1826 1781
1827void 1782void
1828free_treasurestruct (treasure *t) 1783free_treasurestruct (treasure *t)
1829{ 1784{
1830 if (t->next)
1831 free_treasurestruct (t->next); 1785 if (t->next) free_treasurestruct (t->next);
1832 if (t->next_yes)
1833 free_treasurestruct (t->next_yes); 1786 if (t->next_yes) free_treasurestruct (t->next_yes);
1834 if (t->next_no)
1835 free_treasurestruct (t->next_no); 1787 if (t->next_no) free_treasurestruct (t->next_no);
1836 1788
1837 delete t; 1789 delete t;
1838} 1790}
1839 1791
1840void 1792void
1845 1797
1846 delete lc; 1798 delete lc;
1847} 1799}
1848 1800
1849void 1801void
1850free_artifact (artifact * at) 1802free_artifact (artifact *at)
1851{ 1803{
1852 if (at->next)
1853 free_artifact (at->next); 1804 if (at->next) free_artifact (at->next);
1854
1855 if (at->allowed)
1856 free_charlinks (at->allowed); 1805 if (at->allowed) free_charlinks (at->allowed);
1857 1806
1858 at->item->destroy (1); 1807 at->item->destroy (1);
1859 1808
1860 delete at; 1809 sfree (at);
1861} 1810}
1862 1811
1863void 1812void
1864free_artifactlist (artifactlist * al) 1813free_artifactlist (artifactlist *al)
1865{ 1814{
1866 artifactlist *nextal; 1815 artifactlist *nextal;
1867 1816
1868 for (al = first_artifactlist; al; al = nextal) 1817 for (al = first_artifactlist; al; al = nextal)
1869 { 1818 {
1870 nextal = al->next; 1819 nextal = al->next;
1871 1820
1872 if (al->items) 1821 if (al->items)
1873 free_artifact (al->items); 1822 free_artifact (al->items);
1874 1823
1875 free (al); 1824 sfree (al);
1876 } 1825 }
1877} 1826}
1878 1827
1879void 1828void
1880free_all_treasures (void) 1829free_all_treasures (void)
1881{ 1830{
1882 treasurelist *tl, *next; 1831 treasurelist *tl, *next;
1883 1832
1884
1885 for (tl = first_treasurelist; tl != NULL; tl = next) 1833 for (tl = first_treasurelist; tl; tl = next)
1886 { 1834 {
1835 clear (tl);
1836
1887 next = tl->next; 1837 next = tl->next;
1888 if (tl->items)
1889 free_treasurestruct (tl->items);
1890 delete tl; 1838 delete tl;
1891 } 1839 }
1840
1892 free_artifactlist (first_artifactlist); 1841 free_artifactlist (first_artifactlist);
1893} 1842}

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