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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 1.41 by root, Mon Apr 16 06:23:40 2007 UTC

38#include <global.h> 38#include <global.h>
39#include <treasure.h> 39#include <treasure.h>
40#include <funcpoint.h> 40#include <funcpoint.h>
41#include <loader.h> 41#include <loader.h>
42 42
43extern char *spell_mapping[];
44
45static treasurelist *first_treasurelist;
43 46
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 47static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[]; 48
49typedef std::tr1::unordered_map<
50 const char *,
51 treasurelist *,
52 str_hash,
53 str_equal,
54 slice_allocator< std::pair<const char *const, treasurelist *> >,
55 true
56> tl_map_t;
57
58static tl_map_t tl_map;
46 59
47/* 60/*
48 * Initialize global archtype pointers: 61 * Initialize global archtype pointers:
49 */ 62 */
50
51void 63void
52init_archetype_pointers () 64init_archetype_pointers ()
53{ 65{
54 int prev_warn = warn_archetypes; 66 int prev_warn = warn_archetypes;
55 67
56 warn_archetypes = 1; 68 warn_archetypes = 1;
69
57 if (ring_arch == NULL) 70 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring"); 71 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL) 72 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet"); 73 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL) 74 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff"); 75 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL) 76 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown"); 77 crown_arch = archetype::find ("crown");
78
65 warn_archetypes = prev_warn; 79 warn_archetypes = prev_warn;
66} 80}
67 81
68/* 82/*
69 * Allocate and return the pointer to an empty treasurelist structure. 83 * Searches for the given treasurelist in the globally linked list
84 * of treasurelists which has been built by load_treasures().
70 */ 85 */
71
72static treasurelist * 86treasurelist *
73get_empty_treasurelist (void) 87treasurelist::find (const char *name)
74{ 88{
89 if (!name)
90 return 0;
91
92 AUTODECL (i, tl_map.find (name));
93
94 if (i == tl_map.end ())
95 return 0;
96
97 return i->second;
98}
99
100/*
101 * Searches for the given treasurelist in the globally linked list
102 * of treasurelists which has been built by load_treasures().
103 */
104treasurelist *
105treasurelist::get (const char *name)
106{
107 treasurelist *tl = find (name);
108
109 if (!tl)
110 {
75 return new treasurelist; 111 tl = new treasurelist;
76}
77 112
78/* 113 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 114 tl->next = first_treasurelist;
80 */ 115 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 116
87 t->chance = 100; 117 tl_map.insert (std::make_pair (tl->name, tl));
118 }
88 119
89 return t; 120 return tl;
121}
122
123//TODO: class method
124void
125clear (treasurelist *tl)
126{
127 if (tl->items)
128 {
129 free_treasurestruct (tl->items);
130 tl->items = 0;
131 }
90} 132}
91 133
92/* 134/*
93 * Reads the lib/treasure file from disk, and parses the contents 135 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 136 * into an internal treasure structure (very linked lists)
96 138
97static treasure * 139static treasure *
98load_treasure (FILE * fp, int *line) 140load_treasure (FILE * fp, int *line)
99{ 141{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF]; 142 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 143 treasure *t = new treasure;
102 int value; 144 int value;
103 145
104 nroftreasures++; 146 nroftreasures++;
105 while (fgets (buf, MAX_BUF, fp) != NULL) 147 while (fgets (buf, MAX_BUF, fp) != NULL)
106 { 148 {
159static void 201static void
160check_treasurelist (const treasure *t, const treasurelist * tl) 202check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 203{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 204 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 205 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */ 206
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next) 207 if (t->next)
168 check_treasurelist (t->next, tl); 208 check_treasurelist (t->next, tl);
209
169 if (t->next_yes) 210 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl); 211 check_treasurelist (t->next_yes, tl);
212
171 if (t->next_no) 213 if (t->next_no)
172 check_treasurelist (t->next_no, tl); 214 check_treasurelist (t->next_no, tl);
173} 215}
174#endif 216#endif
175 217
181void 223void
182load_treasures (void) 224load_treasures (void)
183{ 225{
184 FILE *fp; 226 FILE *fp;
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; 227 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t; 228 treasure *t;
188 int comp, line = 0; 229 int comp, line = 0;
189 230
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 231 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 232 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL)
194 return; 235 return;
195 } 236 }
196 while (fgets (buf, MAX_BUF, fp) != NULL) 237 while (fgets (buf, MAX_BUF, fp) != NULL)
197 { 238 {
198 line++; 239 line++;
199 if (*buf == '#') 240 if (*buf == '#' || *buf == '\n')
200 continue; 241 ; // ignore
201
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 242 else if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 { 243 {
204 treasurelist *tl = get_empty_treasurelist (); 244 treasurelist *tl = treasurelist::get (name);
205 245
206 tl->name = name; 246 clear (tl);
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line); 247 tl->items = load_treasure (fp, &line);
213 248
214 /* This is a one of the many items on the list should be generated. 249 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no 250 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 251 * fields of the treasures are not being used.
217 */ 252 */
218 if (!strncmp (buf, "treasureone", 11)) 253 if (!strncmp (buf, "treasureone", 11))
219 { 254 {
220 for (t = tl->items; t != NULL; t = t->next) 255 for (t = tl->items; t; t = t->next)
221 { 256 {
222#ifdef TREASURE_DEBUG 257#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no) 258 if (t->next_yes || t->next_no)
224 { 259 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 260 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
231 } 266 }
232 } 267 }
233 else 268 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); 269 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 } 270 }
271
236 close_and_delete (fp, comp); 272 close_and_delete (fp, comp);
237 273
238#ifdef TREASURE_DEBUG 274#ifdef TREASURE_DEBUG
239 /* Perform some checks on how valid the treasure data actually is. 275 /* Perform some checks on how valid the treasure data actually is.
240 * verify that list transitions work (ie, the list that it is supposed 276 * verify that list transitions work (ie, the list that it is supposed
241 * to transition to exists). Also, verify that at least the name 277 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element. 278 * or archetype is set for each treasure element.
243 */ 279 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 280 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
245 check_treasurelist (previous->items, previous); 281 check_treasurelist (tl->items, tl);
246#endif 282#endif
247} 283}
248
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl;
265
266 if (first_treasurelist)
267 LOG (llevError, "Couldn't find treasurelist %s\n", name);
268
269 return 0;
270}
271
272 284
273/* 285/*
274 * Generates the objects specified by the given treasure. 286 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 287 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 288 * If there is a certain percental chance for a treasure to be generated,
326 338
327 if (t->change_arch.slaying) 339 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 340 op->slaying = t->change_arch.slaying;
329} 341}
330 342
331void 343static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 344create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 345{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 346 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 347 {
338 if (t->name) 348 if (t->name)
339 { 349 {
340 if (difficulty >= t->magic) 350 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries); 351 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
345 }
346 } 352 }
347 else 353 else
348 { 354 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 355 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 { 356 {
351 tmp = arch_to_object (t->item); 357 object *tmp = arch_to_object (t->item);
358
352 if (t->nrof && tmp->nrof <= 1) 359 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 360 tmp->nrof = rndm (t->nrof) + 1;
361
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 362 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 363 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 364 put_treasure (tmp, op, flag);
357 } 365 }
358 } 366 }
359 367
360 if (t->next_yes != NULL) 368 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 369 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 370 }
363 else if (t->next_no != NULL) 371 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 372 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 373
366 if (t->next != NULL) 374 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 375 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 376}
369 377
370void 378static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 379create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 380{
373 int value = RANDOM () % tl->total_chance; 381 int value = rndm (tl->total_chance);
374 treasure *t; 382 treasure *t;
375 383
376 if (tries++ > 100) 384 if (tries++ > 100)
377 { 385 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 386 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 387 return;
380 } 388 }
381 389
382 for (t = tl->items; t != NULL; t = t->next) 390 for (t = tl->items; t; t = t->next)
383 { 391 {
384 value -= t->chance; 392 value -= t->chance;
385 393
386 if (value < 0) 394 if (value < 0)
387 break; 395 break;
388 } 396 }
389 397
390 if (!t || value >= 0) 398 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 399 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 400
397 if (t->name) 401 if (t->name)
398 { 402 {
399 if (difficulty >= t->magic) 403 if (difficulty >= t->magic)
400 { 404 {
401 treasurelist *tl = find_treasurelist (t->name); 405 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 406 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 407 create_treasure (tl, op, flag, difficulty, tries);
404 } 408 }
405 else if (t->nrof) 409 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 410 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 411 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 412 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 { 413 {
413 object *tmp = arch_to_object (t->item); 414 if (object *tmp = arch_to_object (t->item))
414 415 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 416 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 417 tmp->nrof = rndm (t->nrof) + 1;
420 418
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 419 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 420 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 421 put_treasure (tmp, op, flag);
422 }
424 } 423 }
425} 424}
426 425
427/* This calls the appropriate treasure creation function. tries is passed 426/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 427 * to determine how many list transitions or attempts to create treasure
432 * to do that. 431 * to do that.
433 */ 432 */
434void 433void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 435{
436 // empty treasurelists are legal
437 if (!tl->items)
438 return;
437 439
438 if (tries++ > 100) 440 if (tries++ > 100)
439 { 441 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 442 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 443 return;
442 } 444 }
445
443 if (tl->total_chance) 446 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 447 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 448 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 449 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 450}
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 558 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 559 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 560 * weird integer between 1-31.
558 * 561 *
559 */ 562 */
560
561int 563int
562magic_from_difficulty (int difficulty) 564magic_from_difficulty (int difficulty)
563{ 565{
564 int percent = 0, magic = 0; 566 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 567 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
653 * 1) Since rings can have multiple bonuses, if the same bonus 655 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 656 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 657 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 658 * 2) Add code to deal with new PR method.
657 */ 659 */
658
659void 660void
660set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
661{ 662{
662 663
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
664 665
665 if (op->type == AMULET) 666 if (op->type == AMULET)
666 { 667 {
667 if (!(rndm (21))) 668 if (!(rndm (21)))
668 r = 20 + rndm (2); 669 r = 20 + rndm (2);
669 else 670 else
670 { 671 {
671 if (RANDOM () & 2) 672 if (rndm (2))
672 r = 10; 673 r = 10;
673 else 674 else
674 r = 11 + rndm (9); 675 r = 11 + rndm (9);
675 } 676 }
676 } 677 }
727 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 729 * little random element in since that they don't always end up with
729 * even values. 730 * even values.
730 */ 731 */
731 if (bonus < 0) 732 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
733 if (val > 35) 734 if (val > 35)
734 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
735 b = 0; 736 b = 0;
736 737
737 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
790 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
791 * It is only used in fix_generated_treasure() to set bonuses on 792 * It is only used in fix_generated_treasure() to set bonuses on
792 * rings and amulets. 793 * rings and amulets.
793 * Another scheme is used to calculate the magic of weapons and armours. 794 * Another scheme is used to calculate the magic of weapons and armours.
794 */ 795 */
795
796int 796int
797get_magic (int diff) 797get_magic (int diff)
798{ 798{
799 int i; 799 int i;
800 800
801 if (diff < 3) 801 if (diff < 3)
802 diff = 3; 802 diff = 3;
803
803 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
804 if (RANDOM () % diff) 805 if (rndm (diff))
805 return i; 806 return i;
807
806 return 4; 808 return 4;
807} 809}
808 810
809#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
810#define DICESPELL (rndm (3)+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
811 813
812/* 814/*
813 * fix_generated_item(): This is called after an item is generated, in 815 * fix_generated_item(): This is called after an item is generated, in
814 * order to set it up right. This produced magical bonuses, puts spells 816 * order to set it up right. This produced magical bonuses, puts spells
815 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
829 * value. 831 * value.
830 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
831 * a working object - don't change magic, value, etc, but set it material 833 * a working object - don't change magic, value, etc, but set it material
832 * type as appropriate, for objects that need spell objects, set those, etc 834 * type as appropriate, for objects that need spell objects, set those, etc
833 */ 835 */
834
835void 836void
836fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 837fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
837{ 838{
838 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 839 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
839 840
876 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
877 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
878 879
879 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
880 881
881 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 882 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
883 || op->type == HORN
884 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
882 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
883 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
884 } 887 }
885 888
886 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
949 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
950 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
951 break; 954 break;
952 955
953 case BRACERS: 956 case BRACERS:
954 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
955 { 958 {
956 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
957 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
958 op->value *= 3; 961 op->value *= 3;
959 } 962 }
985 */ 988 */
986 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
987 { 990 {
988 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
989 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
990 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
991 } 994 }
992 else 995 else
993 { 996 {
994 op->name = "potion"; 997 op->name = "potion";
995 op->name_pl = "potions"; 998 op->name_pl = "potions";
1041 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1042 } 1045 }
1043 } 1046 }
1044 1047
1045 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1046 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1047 1050
1048 break; 1051 break;
1049 1052
1050 case BOOK: 1053 case BOOK:
1051 /* Is it an empty book?, if yes lets make a specialĀ· 1054 /* Is it an empty book?, if yes lets make a specialĀ·
1056 { 1059 {
1057 /* set the book level properly */ 1060 /* set the book level properly */
1058 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1059 { 1062 {
1060 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1061 op->level = RANDOM () % (op->map->difficulty) + rndm (10) + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1062 else 1065 else
1063 op->level = rndm (20) + 1; 1066 op->level = rndm (20) + 1;
1064 } 1067 }
1065 else 1068 else
1066 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1067 1070
1068 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1071 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1069 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1070 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1073 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1071 /* creator related stuff */ 1074 /* creator related stuff */
1170 */ 1173 */
1171 1174
1172/* 1175/*
1173 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1174 */ 1177 */
1175
1176static artifactlist * 1178static artifactlist *
1177get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1178{ 1180{
1179 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1181 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} 1182}
1188 1183
1189/* 1184/*
1190 * Allocate and return the pointer to an empty artifact structure. 1185 * Allocate and return the pointer to an empty artifact structure.
1191 */ 1186 */
1192
1193static artifact * 1187static artifact *
1194get_empty_artifact (void) 1188get_empty_artifact (void)
1195{ 1189{
1196 artifact *a = (artifact *) malloc (sizeof (artifact)); 1190 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} 1191}
1207 1192
1208/* 1193/*
1209 * Searches the artifact lists and returns one that has the same type 1194 * Searches the artifact lists and returns one that has the same type
1210 * of objects on it. 1195 * of objects on it.
1211 */ 1196 */
1212
1213artifactlist * 1197artifactlist *
1214find_artifactlist (int type) 1198find_artifactlist (int type)
1215{ 1199{
1216 artifactlist *al;
1217
1218 for (al = first_artifactlist; al != NULL; al = al->next) 1200 for (artifactlist *al = first_artifactlist; al; al = al->next)
1219 if (al->type == type) 1201 if (al->type == type)
1220 return al; 1202 return al;
1203
1221 return NULL; 1204 return 0;
1222} 1205}
1223 1206
1224/* 1207/*
1225 * For debugging purposes. Dumps all tables. 1208 * For debugging purposes. Dumps all tables.
1226 */ 1209 */
1227
1228void 1210void
1229dump_artifacts (void) 1211dump_artifacts (void)
1230{ 1212{
1231 artifactlist *al; 1213 artifactlist *al;
1232 artifact *art; 1214 artifact *art;
1239 for (art = al->items; art != NULL; art = art->next) 1221 for (art = al->items; art != NULL; art = art->next)
1240 { 1222 {
1241 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1223 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1242 if (art->allowed != NULL) 1224 if (art->allowed != NULL)
1243 { 1225 {
1244 fprintf (logfile, "\tAllowed combinations:"); 1226 fprintf (logfile, "\tallowed combinations:");
1245 for (next = art->allowed; next != NULL; next = next->next) 1227 for (next = art->allowed; next != NULL; next = next->next)
1246 fprintf (logfile, "%s,", &next->name); 1228 fprintf (logfile, "%s,", &next->name);
1247 fprintf (logfile, "\n"); 1229 fprintf (logfile, "\n");
1248 } 1230 }
1249 } 1231 }
1260 treasurelist *tl; 1242 treasurelist *tl;
1261 int i; 1243 int i;
1262 1244
1263 if (depth > 100) 1245 if (depth > 100)
1264 return; 1246 return;
1247
1265 while (t) 1248 while (t)
1266 { 1249 {
1267 if (t->name) 1250 if (t->name)
1268 { 1251 {
1269 for (i = 0; i < depth; i++) 1252 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " "); 1253 fprintf (logfile, " ");
1254
1271 fprintf (logfile, "{ (list: %s)\n", &t->name); 1255 fprintf (logfile, "{ (list: %s)\n", &t->name);
1256
1272 tl = find_treasurelist (t->name); 1257 tl = treasurelist::find (t->name);
1273 if (tl) 1258 if (tl)
1274 dump_monster_treasure_rec (name, tl->items, depth + 2); 1259 dump_monster_treasure_rec (name, tl->items, depth + 2);
1260
1275 for (i = 0; i < depth; i++) 1261 for (i = 0; i < depth; i++)
1276 fprintf (logfile, " "); 1262 fprintf (logfile, " ");
1263
1277 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1264 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1278 } 1265 }
1279 else 1266 else
1280 { 1267 {
1281 for (i = 0; i < depth; i++) 1268 for (i = 0; i < depth; i++)
1282 fprintf (logfile, " "); 1269 fprintf (logfile, " ");
1270
1283 if (t->item && t->item->clone.type == FLESH) 1271 if (t->item && t->item->clone.type == FLESH)
1284 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1285 else 1273 else
1286 fprintf (logfile, "%s\n", &t->item->clone.name); 1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1287 } 1275 }
1288 1276
1289 if (t->next_yes) 1277 if (t->next_yes)
1290 { 1278 {
1291 for (i = 0; i < depth; i++) 1279 for (i = 0; i < depth; i++)
1292 fprintf (logfile, " "); 1280 fprintf (logfile, " ");
1281
1293 fprintf (logfile, " (if yes)\n"); 1282 fprintf (logfile, " (if yes)\n");
1294 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1283 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1295 } 1284 }
1296 1285
1297 if (t->next_no) 1286 if (t->next_no)
1298 { 1287 {
1299 for (i = 0; i < depth; i++) 1288 for (i = 0; i < depth; i++)
1300 fprintf (logfile, " "); 1289 fprintf (logfile, " ");
1290
1301 fprintf (logfile, " (if no)\n"); 1291 fprintf (logfile, " (if no)\n");
1302 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1292 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1303 } 1293 }
1304 1294
1305 t = t->next; 1295 t = t->next;
1308 1298
1309/* 1299/*
1310 * For debugging purposes. Dumps all treasures for a given monster. 1300 * For debugging purposes. Dumps all treasures for a given monster.
1311 * Created originally by Raphael Quinet for debugging the alchemy code. 1301 * Created originally by Raphael Quinet for debugging the alchemy code.
1312 */ 1302 */
1313
1314void 1303void
1315dump_monster_treasure (const char *name) 1304dump_monster_treasure (const char *name)
1316{ 1305{
1317 archetype *at; 1306 archetype *at;
1318 int found; 1307 int found;
1319 1308
1320 found = 0; 1309 found = 0;
1321 fprintf (logfile, "\n"); 1310 fprintf (logfile, "\n");
1311
1322 for (at = first_archetype; at != NULL; at = at->next) 1312 for (at = first_archetype; at != NULL; at = at->next)
1323 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1313 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1324 { 1314 {
1325 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1315 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1326 if (at->clone.randomitems != NULL) 1316 if (at->clone.randomitems != NULL)
1327 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1317 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1328 else 1318 else
1329 fprintf (logfile, "(nothing)\n"); 1319 fprintf (logfile, "(nothing)\n");
1320
1330 fprintf (logfile, "\n"); 1321 fprintf (logfile, "\n");
1331 found++; 1322 found++;
1332 } 1323 }
1324
1333 if (found == 0) 1325 if (found == 0)
1334 fprintf (logfile, "No objects have the name %s!\n\n", name); 1326 fprintf (logfile, "No objects have the name %s!\n\n", name);
1335} 1327}
1336 1328
1337/* 1329/*
1338 * Builds up the lists of artifacts from the file in the libdir. 1330 * Builds up the lists of artifacts from the file in the libdir.
1339 */ 1331 */
1340
1341void 1332void
1342init_artifacts (void) 1333init_artifacts (void)
1343{ 1334{
1344 static int has_been_inited = 0; 1335 static int has_been_inited = 0;
1345 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1336 char filename[MAX_BUF];
1346 artifact *art = NULL; 1337 artifact *art = NULL;
1347 linked_char *tmp;
1348 int value;
1349 artifactlist *al; 1338 artifactlist *al;
1350 1339
1351 if (has_been_inited) 1340 if (has_been_inited)
1352 return; 1341 return;
1353 else 1342 else
1354 has_been_inited = 1; 1343 has_been_inited = 1;
1355 1344
1356 sprintf (filename, "%s/artifacts", settings.datadir); 1345 sprintf (filename, "%s/artifacts", settings.datadir);
1357 object_thawer thawer (filename); 1346 object_thawer f (filename);
1358 1347
1359 if (!thawer) 1348 if (!f)
1360 return; 1349 return;
1361 1350
1362 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1351 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 1352
1374 if (!strncmp (cp, "Allowed", 7)) 1353 for (;;)
1354 {
1355 switch (f.kw)
1375 { 1356 {
1357 case KW_allowed:
1376 if (art == NULL) 1358 if (!art)
1359 {
1360 art = get_empty_artifact ();
1361 nrofartifacts++;
1362 }
1363
1377 { 1364 {
1378 art = get_empty_artifact (); 1365 if (!strcmp (f.get_str (), "all"))
1379 nrofartifacts++; 1366 break;
1367
1368 char *next, *cp = f.get_str ();
1369
1370 do
1371 {
1372 nrofallowedstr++;
1373
1374 if ((next = strchr (cp, ',')))
1375 *next++ = '\0';
1376
1377 linked_char *tmp = new linked_char;
1378
1379 tmp->name = cp;
1380 tmp->next = art->allowed;
1381 art->allowed = tmp;
1382 }
1383 while ((cp = next));
1380 } 1384 }
1381 cp = strchr (cp, ' ') + 1; 1385 break;
1382 if (!strcmp (cp, "all")) 1386
1387 case KW_chance:
1388 f.get (art->chance);
1389 break;
1390
1391 case KW_difficulty:
1392 f.get (art->difficulty);
1393 break;
1394
1395 case KW_object:
1396 {
1397 art->item = object::create ();
1398
1399 if (!art->item->parse_kv (f))
1400 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1401
1402 al = find_artifactlist (art->item->type);
1403
1404 if (!al)
1405 {
1406 al = get_empty_artifactlist ();
1407 al->type = art->item->type;
1408 al->next = first_artifactlist;
1409 first_artifactlist = al;
1410 }
1411
1412 art->next = al->items;
1413 al->items = art;
1414 art = 0;
1415 }
1383 continue; 1416 continue;
1384 1417
1385 do 1418 case KW_EOF:
1419 goto done;
1420
1421 default:
1422 if (!f.parse_error ("artifacts file"))
1423 cleanup ("artifacts file required");
1386 { 1424 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 { 1425 }
1404 art->item = object::create ();
1405 1426
1406 if (!load_object (thawer, art->item, 0)) 1427 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 } 1428 }
1425 1429
1430done:
1426 for (al = first_artifactlist; al != NULL; al = al->next) 1431 for (al = first_artifactlist; al; al = al->next)
1427 { 1432 {
1428 for (art = al->items; art != NULL; art = art->next) 1433 for (art = al->items; art; art = art->next)
1429 { 1434 {
1430 if (!art->chance) 1435 if (!art->chance)
1431 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1436 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1432 else 1437 else
1433 al->total_chance += art->chance; 1438 al->total_chance += art->chance;
1502 1507
1503 op->set_speed (op->speed); 1508 op->set_speed (op->speed);
1504 } 1509 }
1505 1510
1506 if (change->nrof) 1511 if (change->nrof)
1507 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1512 op->nrof = rndm (change->nrof) + 1;
1508 1513
1509 op->stats.exp += change->stats.exp; /* Speed modifier */ 1514 op->stats.exp += change->stats.exp; /* Speed modifier */
1510 op->stats.wc += change->stats.wc; 1515 op->stats.wc += change->stats.wc;
1511 op->stats.ac += change->stats.ac; 1516 op->stats.ac += change->stats.ac;
1512 1517
1615 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1620 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1616 } 1621 }
1617 1622
1618 op->value *= change->value; 1623 op->value *= change->value;
1619 1624
1620 if (change->material) 1625 if (change->materials)
1621 op->material = change->material; 1626 op->materials = change->materials;
1622 1627
1623 if (change->materialname) 1628 if (change->materialname)
1624 op->materialname = change->materialname; 1629 op->materialname = change->materialname;
1625 1630
1626 if (change->slaying) 1631 if (change->slaying)
1720 return; 1725 return;
1721 } 1726 }
1722 1727
1723 for (i = 0; i < ARTIFACT_TRIES; i++) 1728 for (i = 0; i < ARTIFACT_TRIES; i++)
1724 { 1729 {
1725 int roll = RANDOM () % al->total_chance; 1730 int roll = rndm (al->total_chance);
1726 1731
1727 for (art = al->items; art != NULL; art = art->next) 1732 for (art = al->items; art; art = art->next)
1728 { 1733 {
1729 roll -= art->chance; 1734 roll -= art->chance;
1730 if (roll < 0) 1735 if (roll < 0)
1731 break; 1736 break;
1732 } 1737 }
1825} 1830}
1826 1831
1827void 1832void
1828free_treasurestruct (treasure *t) 1833free_treasurestruct (treasure *t)
1829{ 1834{
1830 if (t->next)
1831 free_treasurestruct (t->next); 1835 if (t->next) free_treasurestruct (t->next);
1832 if (t->next_yes)
1833 free_treasurestruct (t->next_yes); 1836 if (t->next_yes) free_treasurestruct (t->next_yes);
1834 if (t->next_no)
1835 free_treasurestruct (t->next_no); 1837 if (t->next_no) free_treasurestruct (t->next_no);
1836 1838
1837 delete t; 1839 delete t;
1838} 1840}
1839 1841
1840void 1842void
1845 1847
1846 delete lc; 1848 delete lc;
1847} 1849}
1848 1850
1849void 1851void
1850free_artifact (artifact * at) 1852free_artifact (artifact *at)
1851{ 1853{
1852 if (at->next)
1853 free_artifact (at->next); 1854 if (at->next) free_artifact (at->next);
1854
1855 if (at->allowed)
1856 free_charlinks (at->allowed); 1855 if (at->allowed) free_charlinks (at->allowed);
1857 1856
1858 at->item->destroy (1); 1857 at->item->destroy (1);
1859 1858
1860 delete at; 1859 sfree (at);
1861} 1860}
1862 1861
1863void 1862void
1864free_artifactlist (artifactlist * al) 1863free_artifactlist (artifactlist *al)
1865{ 1864{
1866 artifactlist *nextal; 1865 artifactlist *nextal;
1867 1866
1868 for (al = first_artifactlist; al; al = nextal) 1867 for (al = first_artifactlist; al; al = nextal)
1869 { 1868 {
1870 nextal = al->next; 1869 nextal = al->next;
1871 1870
1872 if (al->items) 1871 if (al->items)
1873 free_artifact (al->items); 1872 free_artifact (al->items);
1874 1873
1875 free (al); 1874 sfree (al);
1876 } 1875 }
1877} 1876}
1878 1877
1879void 1878void
1880free_all_treasures (void) 1879free_all_treasures (void)
1881{ 1880{
1882 treasurelist *tl, *next; 1881 treasurelist *tl, *next;
1883 1882
1884
1885 for (tl = first_treasurelist; tl != NULL; tl = next) 1883 for (tl = first_treasurelist; tl; tl = next)
1886 { 1884 {
1885 clear (tl);
1886
1887 next = tl->next; 1887 next = tl->next;
1888 if (tl->items)
1889 free_treasurestruct (tl->items);
1890 delete tl; 1888 delete tl;
1891 } 1889 }
1890
1892 free_artifactlist (first_artifactlist); 1891 free_artifactlist (first_artifactlist);
1893} 1892}

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