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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.27 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.39 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 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>
22*/ 23 */
23 24
24#define ALLOWED_COMBINATION 25#define ALLOWED_COMBINATION
25 26
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 27/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 28 * It is useful for finding bugs in the treasures file. Since it only
156 * so that the treasure name can be printed out 157 * so that the treasure name can be printed out
157 */ 158 */
158static void 159static void
159check_treasurelist (const treasure *t, const treasurelist * tl) 160check_treasurelist (const treasure *t, const treasurelist * tl)
160{ 161{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */ 164 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name) 165 if (t->name && *t->name)
167 (void) find_treasurelist (t->name); 166 find_treasurelist (t->name);
168 if (t->next) 167 if (t->next)
169 check_treasurelist (t->next, tl); 168 check_treasurelist (t->next, tl);
170 if (t->next_yes) 169 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl); 170 check_treasurelist (t->next_yes, tl);
172 if (t->next_no) 171 if (t->next_no)
292 * this is the original object, or if this is an object that should be created 291 * this is the original object, or if this is an object that should be created
293 * by another object. 292 * by another object.
294 */ 293 */
295 if (flags & GT_ENVIRONMENT && op->type != SPELL) 294 if (flags & GT_ENVIRONMENT && op->type != SPELL)
296 { 295 {
297 op->x = creator->x;
298 op->y = creator->y;
299 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 296 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
300 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
301 } 298 }
302 else 299 else
303 { 300 {
304 op = insert_ob_in_ob (op, creator); 301 op = creator->insert (op);
305 302
306 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
307 monster_check_apply (creator, op); 304 monster_check_apply (creator, op);
308 305
309 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
334void 331void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 333{
337 object *tmp; 334 object *tmp;
338 335
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 337 {
341 if (t->name) 338 if (t->name)
342 { 339 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 340 if (difficulty >= t->magic)
344 { 341 {
345 treasurelist *tl = find_treasurelist (t->name); 342 treasurelist *tl = find_treasurelist (t->name);
346 if (tl) 343 if (tl)
347 create_treasure (tl, op, flag, difficulty, tries); 344 create_treasure (tl, op, flag, difficulty, tries);
348 } 345 }
349 } 346 }
350 else 347 else
351 { 348 {
352 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
353 { 350 {
354 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
355 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
356 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
357 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
358 change_treasure (t, tmp); 356 change_treasure (t, tmp);
359 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
360 } 358 }
361 } 359 }
369 if (t->next != NULL) 367 if (t->next != NULL)
370 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
371} 369}
372 370
373void 371void
374create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
375{ 373{
376 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
377 treasure *t; 375 treasure *t;
378 376
379 if (tries++ > 100) 377 if (tries++ > 100)
380 { 378 {
381 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
397 return; 395 return;
398 } 396 }
399 397
400 if (t->name) 398 if (t->name)
401 { 399 {
402 if (!strcmp (t->name, "NONE"))
403 return;
404
405 if (difficulty >= t->magic) 400 if (difficulty >= t->magic)
406 { 401 {
407 treasurelist *tl = find_treasurelist (t->name); 402 treasurelist *tl = find_treasurelist (t->name);
408 if (tl) 403 if (tl)
409 create_treasure (tl, op, flag, difficulty, tries); 404 create_treasure (tl, op, flag, difficulty, tries);
412 create_one_treasure (tl, op, flag, difficulty, tries); 407 create_one_treasure (tl, op, flag, difficulty, tries);
413 408
414 return; 409 return;
415 } 410 }
416 411
417 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
418 { 413 {
419 object *tmp = arch_to_object (t->item); 414 object *tmp = arch_to_object (t->item);
420 415
421 if (!tmp) 416 if (!tmp)
422 return; 417 return;
423 418
424 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
425 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
426 421
427 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
428 change_treasure (t, tmp); 423 change_treasure (t, tmp);
429 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
430 } 425 }
436 * list transitions, or so that excessively good treasure will not be 431 * list transitions, or so that excessively good treasure will not be
437 * created on weak maps, because it will exceed the number of allowed tries 432 * created on weak maps, because it will exceed the number of allowed tries
438 * to do that. 433 * to do that.
439 */ 434 */
440void 435void
441create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
442{ 437{
443
444 if (tries++ > 100) 438 if (tries++ > 100)
445 { 439 {
446 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
447 return; 441 return;
448 } 442 }
443
449 if (t->total_chance) 444 if (tl->total_chance)
450 create_one_treasure (t, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
451 else 446 else
452 create_all_treasures (t->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
453} 448}
454 449
455/* This is similar to the old generate treasure function. However, 450/* This is similar to the old generate treasure function. However,
456 * it instead takes a treasurelist. It is really just a wrapper around 451 * it instead takes a treasurelist. It is really just a wrapper around
457 * create_treasure. We create a dummy object that the treasure gets 452 * create_treasure. We create a dummy object that the treasure gets
458 * inserted into, and then return that treausre 453 * inserted into, and then return that treausre
459 */ 454 */
460object * 455object *
461generate_treasure (treasurelist *t, int difficulty) 456generate_treasure (treasurelist *tl, int difficulty)
462{ 457{
463 difficulty = clamp (difficulty, 1, settings.max_level); 458 difficulty = clamp (difficulty, 1, settings.max_level);
464 459
465 object *ob = object::create (), *tmp; 460 object *ob = object::create (), *tmp;
466 461
467 create_treasure (t, ob, 0, difficulty, 0); 462 create_treasure (tl, ob, 0, difficulty, 0);
468 463
469 /* Don't want to free the object we are about to return */ 464 /* Don't want to free the object we are about to return */
470 tmp = ob->inv; 465 tmp = ob->inv;
471 if (tmp != NULL) 466 if (tmp != NULL)
472 tmp->remove (); 467 tmp->remove ();
576 scaled_diff = 0; 571 scaled_diff = 0;
577 572
578 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
579 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
580 575
581 percent = RANDOM () % 100; 576 percent = rndm (100);
582 577
583 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
584 { 579 {
585 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
586 581
592 { 587 {
593 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 588 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
594 magic = 0; 589 magic = 0;
595 } 590 }
596 591
597 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
598 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 593 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
599 594
600 return magic; 595 return magic;
601} 596}
602 597
617 if (op->arch) 612 if (op->arch)
618 { 613 {
619 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
620 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
621 616
622 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
623 magic = (-magic); 618 magic = (-magic);
624 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
625 } 620 }
626 else 621 else
627 { 622 {
628 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
629 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
630 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
631 magic = (-magic); 626 magic = (-magic);
632 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
633 } 628 }
634} 629}
635 630
664 659
665void 660void
666set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
667{ 662{
668 663
669 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
670 665
671 if (op->type == AMULET) 666 if (op->type == AMULET)
672 { 667 {
673 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
674 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
675 else 670 else
676 { 671 {
677 if (RANDOM () & 2) 672 if (rndm (2))
678 r = 10; 673 r = 10;
679 else 674 else
680 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
681 } 676 }
682 } 677 }
683 678
684 switch (r) 679 switch (r)
685 { 680 {
722 case 16: 717 case 16:
723 case 17: 718 case 17:
724 case 18: 719 case 18:
725 case 19: 720 case 19:
726 { 721 {
727 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
728 723
729 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 724 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
730 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
731 726
732 /* Cursed items need to have higher negative values to equal out with 727 /* Cursed items need to have higher negative values to equal out with
733 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
734 * 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
735 * even values. 730 * even values.
736 */ 731 */
737 if (bonus < 0) 732 if (bonus < 0)
738 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
739 if (val > 35) 734 if (val > 35)
740 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
741 b = 0; 736 b = 0;
737
742 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
743 {
744 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
745 } 740
746 if (b == 4) 741 if (b == 4)
747 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
748 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
749 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
750 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
751 */ 747 */
752 break; 748 break;
780 case 22: 776 case 22:
781 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
782 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
783 break; 779 break;
784 } 780 }
781
785 if (bonus > 0) 782 if (bonus > 0)
786 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
787 else 784 else
788 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
789} 786}
794 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
795 * 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
796 * rings and amulets. 793 * rings and amulets.
797 * 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.
798 */ 795 */
799
800int 796int
801get_magic (int diff) 797get_magic (int diff)
802{ 798{
803 int i; 799 int i;
804 800
805 if (diff < 3) 801 if (diff < 3)
806 diff = 3; 802 diff = 3;
803
807 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
808 if (RANDOM () % diff) 805 if (rndm (diff))
809 return i; 806 return i;
807
810 return 4; 808 return 4;
811} 809}
812 810
813#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
814#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 812#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
815 813
816/* 814/*
817 * 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
818 * 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
819 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
833 * value. 831 * value.
834 * 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
835 * 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
836 * 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
837 */ 835 */
838
839void 836void
840fix_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)
841{ 838{
842 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;
843 840
880 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
881 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
882 879
883 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
884 881
885 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,
886 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
887 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
888 } 887 }
889 888
890 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
948 case WEAPON: 947 case WEAPON:
949 case ARMOUR: 948 case ARMOUR:
950 case SHIELD: 949 case SHIELD:
951 case HELMET: 950 case HELMET:
952 case CLOAK: 951 case CLOAK:
953 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
954 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
955 break; 954 break;
956 955
957 case BRACERS: 956 case BRACERS:
958 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
959 { 958 {
960 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
961 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
962 op->value *= 3; 961 op->value *= 3;
963 } 962 }
989 */ 988 */
990 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
991 { 990 {
992 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
993 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
994 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
995 } 994 }
996 else 995 else
997 { 996 {
998 op->name = "potion"; 997 op->name = "potion";
999 op->name_pl = "potions"; 998 op->name_pl = "potions";
1000 } 999 }
1001 1000
1002 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
1003 SET_FLAG (op, FLAG_CURSED); 1002 SET_FLAG (op, FLAG_CURSED);
1004 break; 1003 break;
1005 } 1004 }
1006 1005
1007 case AMULET: 1006 case AMULET:
1017 } 1016 }
1018 1017
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1018 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1020 break; 1019 break;
1021 1020
1022 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 1022 SET_FLAG (op, FLAG_CURSED);
1024 1023
1025 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1026 1025
1027 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1028 break; 1027 break;
1029 1028
1030 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1031 { 1030 {
1032 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1033 1032
1034 if (d > 0) 1033 if (d > 0)
1035 op->value *= 3; 1034 op->value *= 3;
1036 1035
1037 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1038 1037
1039 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1040 { 1039 {
1041 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1042 1041
1043 if (d > 0) 1042 if (d > 0)
1044 op->value *= 5; 1043 op->value *= 5;
1045 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1046 } 1045 }
1047 } 1046 }
1048 1047
1049 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1050 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1051 1050
1052 break; 1051 break;
1053 1052
1054 case BOOK: 1053 case BOOK:
1055 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1056 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1057 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1058 */ 1057 */
1059 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1060 { 1059 {
1061 /* set the book level properly */ 1060 /* set the book level properly */
1062 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1063 { 1062 {
1064 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1065 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1066 else 1065 else
1067 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1068 } 1067 }
1069 else 1068 else
1070 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1071 1070
1072 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);
1073 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1074 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));
1075 /* creator related stuff */ 1074 /* creator related stuff */
1174 */ 1173 */
1175 1174
1176/* 1175/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1177 */
1179
1180static artifactlist * 1178static artifactlist *
1181get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1182{ 1180{
1183 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1184 1182
1185 if (tl == NULL) 1183 if (al == NULL)
1186 fatal (OUT_OF_MEMORY); 1184 fatal (OUT_OF_MEMORY);
1187 tl->next = NULL; 1185 al->next = NULL;
1188 tl->items = NULL; 1186 al->items = NULL;
1189 tl->total_chance = 0; 1187 al->total_chance = 0;
1190 return tl; 1188 return al;
1191} 1189}
1192 1190
1193/* 1191/*
1194 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1193 */
1196
1197static artifact * 1194static artifact *
1198get_empty_artifact (void) 1195get_empty_artifact (void)
1199{ 1196{
1200 artifact *t = (artifact *) malloc (sizeof (artifact)); 1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1201 1198
1202 if (t == NULL) 1199 if (a == NULL)
1203 fatal (OUT_OF_MEMORY); 1200 fatal (OUT_OF_MEMORY);
1201
1204 t->item = NULL; 1202 a->item = NULL;
1205 t->next = NULL; 1203 a->next = NULL;
1206 t->chance = 0; 1204 a->chance = 0;
1207 t->difficulty = 0; 1205 a->difficulty = 0;
1208 t->allowed = NULL; 1206 a->allowed = NULL;
1209 return t; 1207 return a;
1210} 1208}
1211 1209
1212/* 1210/*
1213 * Searches the artifact lists and returns one that has the same type 1211 * Searches the artifact lists and returns one that has the same type
1214 * of objects on it. 1212 * of objects on it.
1215 */ 1213 */
1216
1217artifactlist * 1214artifactlist *
1218find_artifactlist (int type) 1215find_artifactlist (int type)
1219{ 1216{
1220 artifactlist *al; 1217 artifactlist *al;
1221 1218
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1219 for (al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1220 if (al->type == type)
1224 return al; 1221 return al;
1222
1225 return NULL; 1223 return 0;
1226} 1224}
1227 1225
1228/* 1226/*
1229 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1230 */ 1228 */
1231
1232void 1229void
1233dump_artifacts (void) 1230dump_artifacts (void)
1234{ 1231{
1235 artifactlist *al; 1232 artifactlist *al;
1236 artifact *art; 1233 artifact *art;
1243 for (art = al->items; art != NULL; art = art->next) 1240 for (art = al->items; art != NULL; art = art->next)
1244 { 1241 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1242 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL) 1243 if (art->allowed != NULL)
1247 { 1244 {
1248 fprintf (logfile, "\tAllowed combinations:"); 1245 fprintf (logfile, "\tallowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next) 1246 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name); 1247 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1252 } 1249 }
1253 } 1250 }
1264 treasurelist *tl; 1261 treasurelist *tl;
1265 int i; 1262 int i;
1266 1263
1267 if (depth > 100) 1264 if (depth > 100)
1268 return; 1265 return;
1269 while (t != NULL) 1266 while (t)
1270 { 1267 {
1271 if (t->name != NULL) 1268 if (t->name)
1272 { 1269 {
1273 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name); 1272 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name); 1273 tl = find_treasurelist (t->name);
1282 } 1279 }
1283 else 1280 else
1284 { 1281 {
1285 for (i = 0; i < depth; i++) 1282 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " "); 1283 fprintf (logfile, " ");
1287 if (t->item->clone.type == FLESH) 1284 if (t->item && t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1285 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else 1286 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name); 1287 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 } 1288 }
1289
1292 if (t->next_yes != NULL) 1290 if (t->next_yes)
1293 { 1291 {
1294 for (i = 0; i < depth; i++) 1292 for (i = 0; i < depth; i++)
1295 fprintf (logfile, " "); 1293 fprintf (logfile, " ");
1296 fprintf (logfile, " (if yes)\n"); 1294 fprintf (logfile, " (if yes)\n");
1297 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1295 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1298 } 1296 }
1297
1299 if (t->next_no != NULL) 1298 if (t->next_no)
1300 { 1299 {
1301 for (i = 0; i < depth; i++) 1300 for (i = 0; i < depth; i++)
1302 fprintf (logfile, " "); 1301 fprintf (logfile, " ");
1303 fprintf (logfile, " (if no)\n"); 1302 fprintf (logfile, " (if no)\n");
1304 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1303 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1305 } 1304 }
1305
1306 t = t->next; 1306 t = t->next;
1307 } 1307 }
1308} 1308}
1309 1309
1310/* 1310/*
1318 archetype *at; 1318 archetype *at;
1319 int found; 1319 int found;
1320 1320
1321 found = 0; 1321 found = 0;
1322 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1323
1323 for (at = first_archetype; at != NULL; at = at->next) 1324 for (at = first_archetype; at != NULL; at = at->next)
1324 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1325 { 1326 {
1326 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1327 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1327 if (at->clone.randomitems != NULL) 1328 if (at->clone.randomitems != NULL)
1328 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1329 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1329 else 1330 else
1330 fprintf (logfile, "(nothing)\n"); 1331 fprintf (logfile, "(nothing)\n");
1332
1331 fprintf (logfile, "\n"); 1333 fprintf (logfile, "\n");
1332 found++; 1334 found++;
1333 } 1335 }
1336
1334 if (found == 0) 1337 if (found == 0)
1335 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1336} 1339}
1337 1340
1338/* 1341/*
1339 * Builds up the lists of artifacts from the file in the libdir. 1342 * Builds up the lists of artifacts from the file in the libdir.
1340 */ 1343 */
1341
1342void 1344void
1343init_artifacts (void) 1345init_artifacts (void)
1344{ 1346{
1345 static int has_been_inited = 0; 1347 static int has_been_inited = 0;
1346 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1348 char filename[MAX_BUF];
1347 artifact *art = NULL; 1349 artifact *art = NULL;
1348 linked_char *tmp;
1349 int value;
1350 artifactlist *al; 1350 artifactlist *al;
1351 1351
1352 if (has_been_inited) 1352 if (has_been_inited)
1353 return; 1353 return;
1354 else 1354 else
1355 has_been_inited = 1; 1355 has_been_inited = 1;
1356 1356
1357 sprintf (filename, "%s/artifacts", settings.datadir); 1357 sprintf (filename, "%s/artifacts", settings.datadir);
1358 object_thawer thawer (filename); 1358 object_thawer f (filename);
1359 1359
1360 if (!thawer) 1360 if (!f)
1361 return; 1361 return;
1362 1362
1363 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1363 f.next ();
1364 {
1365 if (*buf == '#')
1366 continue;
1367 if ((cp = strchr (buf, '\n')) != NULL)
1368 *cp = '\0';
1369 cp = buf;
1370 while (*cp == ' ') /* Skip blanks */
1371 cp++;
1372 if (*cp == '\0')
1373 continue;
1374 1364
1375 if (!strncmp (cp, "Allowed", 7)) 1365 for (;;)
1366 {
1367 switch (f.kw)
1376 { 1368 {
1369 case KW_allowed:
1377 if (art == NULL) 1370 if (!art)
1371 {
1372 art = get_empty_artifact ();
1373 nrofartifacts++;
1374 }
1375
1378 { 1376 {
1379 art = get_empty_artifact (); 1377 if (!strcmp (f.get_str (), "all"))
1380 nrofartifacts++; 1378 break;
1379
1380 char *next, *cp = f.get_str ();
1381
1382 do
1383 {
1384 nrofallowedstr++;
1385
1386 if ((next = strchr (cp, ',')))
1387 *next++ = '\0';
1388
1389 linked_char *tmp = new linked_char;
1390
1391 tmp->name = cp;
1392 tmp->next = art->allowed;
1393 art->allowed = tmp;
1394 }
1395 while ((cp = next));
1381 } 1396 }
1382 cp = strchr (cp, ' ') + 1; 1397 break;
1383 if (!strcmp (cp, "all")) 1398
1399 case KW_chance:
1400 f.get (art->chance);
1401 break;
1402
1403 case KW_difficulty:
1404 f.get (art->difficulty);
1405 break;
1406
1407 case KW_object:
1408 {
1409 art->item = object::create ();
1410
1411 if (!art->item->parse_kv (f))
1412 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1413
1414 al = find_artifactlist (art->item->type);
1415
1416 if (!al)
1417 {
1418 al = get_empty_artifactlist ();
1419 al->type = art->item->type;
1420 al->next = first_artifactlist;
1421 first_artifactlist = al;
1422 }
1423
1424 art->next = al->items;
1425 al->items = art;
1426 art = 0;
1427 }
1384 continue; 1428 continue;
1385 1429
1386 do 1430 case KW_EOF:
1431 goto done;
1432
1433 default:
1434 if (!f.parse_error ("artifacts file"))
1435 cleanup ("artifacts file required");
1387 { 1436 break;
1388 nrofallowedstr++;
1389 if ((next = strchr (cp, ',')) != NULL)
1390 *(next++) = '\0';
1391 tmp = new linked_char;
1392
1393 tmp->name = cp;
1394 tmp->next = art->allowed;
1395 art->allowed = tmp;
1396 }
1397 while ((cp = next) != NULL);
1398 }
1399 else if (sscanf (cp, "chance %d", &value))
1400 art->chance = (uint16) value;
1401 else if (sscanf (cp, "difficulty %d", &value))
1402 art->difficulty = (uint8) value;
1403 else if (!strncmp (cp, "Object", 6))
1404 { 1437 }
1405 art->item = object::create ();
1406 1438
1407 if (!load_object (thawer, art->item, 0)) 1439 f.next ();
1408 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1409
1410 art->item->name = strchr (cp, ' ') + 1;
1411 al = find_artifactlist (art->item->type);
1412 if (al == NULL)
1413 {
1414 al = get_empty_artifactlist ();
1415 al->type = art->item->type;
1416 al->next = first_artifactlist;
1417 first_artifactlist = al;
1418 }
1419 art->next = al->items;
1420 al->items = art;
1421 art = NULL;
1422 }
1423 else
1424 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1425 } 1440 }
1426 1441
1442done:
1427 for (al = first_artifactlist; al != NULL; al = al->next) 1443 for (al = first_artifactlist; al; al = al->next)
1428 { 1444 {
1429 for (art = al->items; art != NULL; art = art->next) 1445 for (art = al->items; art; art = art->next)
1430 { 1446 {
1431 if (!art->chance) 1447 if (!art->chance)
1432 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1448 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1433 else 1449 else
1434 al->total_chance += art->chance; 1450 al->total_chance += art->chance;
1499 CLEAR_FLAG (op, FLAG_ANIMATE); 1515 CLEAR_FLAG (op, FLAG_ANIMATE);
1500 /* so artifacts will join */ 1516 /* so artifacts will join */
1501 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1517 if (!QUERY_FLAG (op, FLAG_ALIVE))
1502 op->speed = 0.0; 1518 op->speed = 0.0;
1503 1519
1504 update_ob_speed (op); 1520 op->set_speed (op->speed);
1505 } 1521 }
1506 1522
1507 if (change->nrof) 1523 if (change->nrof)
1508 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1524 op->nrof = rndm (change->nrof) + 1;
1509 1525
1510 op->stats.exp += change->stats.exp; /* Speed modifier */ 1526 op->stats.exp += change->stats.exp; /* Speed modifier */
1511 op->stats.wc += change->stats.wc; 1527 op->stats.wc += change->stats.wc;
1512 op->stats.ac += change->stats.ac; 1528 op->stats.ac += change->stats.ac;
1513 1529
1616 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1632 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1617 } 1633 }
1618 1634
1619 op->value *= change->value; 1635 op->value *= change->value;
1620 1636
1621 if (change->material) 1637 if (change->materials)
1622 op->material = change->material; 1638 op->materials = change->materials;
1623 1639
1624 if (change->materialname) 1640 if (change->materialname)
1625 op->materialname = change->materialname; 1641 op->materialname = change->materialname;
1626 1642
1627 if (change->slaying) 1643 if (change->slaying)
1721 return; 1737 return;
1722 } 1738 }
1723 1739
1724 for (i = 0; i < ARTIFACT_TRIES; i++) 1740 for (i = 0; i < ARTIFACT_TRIES; i++)
1725 { 1741 {
1726 int roll = RANDOM () % al->total_chance; 1742 int roll = rndm (al->total_chance);
1727 1743
1728 for (art = al->items; art != NULL; art = art->next) 1744 for (art = al->items; art; art = art->next)
1729 { 1745 {
1730 roll -= art->chance; 1746 roll -= art->chance;
1731 if (roll < 0) 1747 if (roll < 0)
1732 break; 1748 break;
1733 } 1749 }
1810/* special_potion() - so that old potion code is still done right. */ 1826/* special_potion() - so that old potion code is still done right. */
1811 1827
1812int 1828int
1813special_potion (object *op) 1829special_potion (object *op)
1814{ 1830{
1815
1816 int i;
1817
1818 if (op->attacktype) 1831 if (op->attacktype)
1819 return 1; 1832 return 1;
1820 1833
1821 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1834 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1822 return 1; 1835 return 1;
1823 1836
1824 for (i = 0; i < NROFATTACKS; i++) 1837 for (int i = 0; i < NROFATTACKS; i++)
1825 if (op->resist[i]) 1838 if (op->resist[i])
1826 return 1; 1839 return 1;
1827 1840
1828 return 0; 1841 return 0;
1829} 1842}

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