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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.30 by elmex, Wed Jan 3 02:30:51 2007 UTC vs.
Revision 1.38 by root, Fri Feb 16 19:43:41 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
330void 331void
331create_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)
332{ 333{
333 object *tmp; 334 object *tmp;
334 335
335 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
336 { 337 {
337 if (t->name) 338 if (t->name)
338 { 339 {
339 if (difficulty >= t->magic) 340 if (difficulty >= t->magic)
340 { 341 {
347 { 348 {
348 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 350 {
350 tmp = arch_to_object (t->item); 351 tmp = arch_to_object (t->item);
351 if (t->nrof && tmp->nrof <= 1) 352 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 353 tmp->nrof = rndm (t->nrof) + 1;
354
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 355 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 356 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 357 put_treasure (tmp, op, flag);
356 } 358 }
357 } 359 }
365 if (t->next != NULL) 367 if (t->next != NULL)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 368 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 369}
368 370
369void 371void
370create_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)
371{ 373{
372 int value = RANDOM () % tl->total_chance; 374 int value = rndm (tl->total_chance);
373 treasure *t; 375 treasure *t;
374 376
375 if (tries++ > 100) 377 if (tries++ > 100)
376 { 378 {
377 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");
413 415
414 if (!tmp) 416 if (!tmp)
415 return; 417 return;
416 418
417 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
419 421
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 423 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
423 } 425 }
431 * to do that. 433 * to do that.
432 */ 434 */
433void 435void
434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 437{
436
437 if (tries++ > 100) 438 if (tries++ > 100)
438 { 439 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 441 return;
441 } 442 }
443
442 if (tl->total_chance) 444 if (tl->total_chance)
443 create_one_treasure (tl, op, flag, difficulty, tries); 445 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 446 else
445 create_all_treasures (tl->items, op, flag, difficulty, tries); 447 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 448}
569 scaled_diff = 0; 571 scaled_diff = 0;
570 572
571 if (scaled_diff >= DIFFLEVELS) 573 if (scaled_diff >= DIFFLEVELS)
572 scaled_diff = DIFFLEVELS - 1; 574 scaled_diff = DIFFLEVELS - 1;
573 575
574 percent = RANDOM () % 100; 576 percent = rndm (100);
575 577
576 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 578 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
577 { 579 {
578 percent -= difftomagic_list[scaled_diff][magic]; 580 percent -= difftomagic_list[scaled_diff][magic];
579 581
585 { 587 {
586 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);
587 magic = 0; 589 magic = 0;
588 } 590 }
589 591
590 magic = (RANDOM () % 3) ? magic : -magic; 592 magic = (rndm (3)) ? magic : -magic;
591 /* 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); */
592 594
593 return magic; 595 return magic;
594} 596}
595 597
610 if (op->arch) 612 if (op->arch)
611 { 613 {
612 if (op->type == ARMOUR) 614 if (op->type == ARMOUR)
613 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;
614 616
615 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 */
616 magic = (-magic); 618 magic = (-magic);
617 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
618 } 620 }
619 else 621 else
620 { 622 {
621 if (op->type == ARMOUR) 623 if (op->type == ARMOUR)
622 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
623 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 */
624 magic = (-magic); 626 magic = (-magic);
625 op->weight = (op->weight * (100 - magic * 10)) / 100; 627 op->weight = (op->weight * (100 - magic * 10)) / 100;
626 } 628 }
627} 629}
628 630
657 659
658void 660void
659set_ring_bonus (object *op, int bonus) 661set_ring_bonus (object *op, int bonus)
660{ 662{
661 663
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 664 int r = rndm (bonus > 0 ? 25 : 11);
663 665
664 if (op->type == AMULET) 666 if (op->type == AMULET)
665 { 667 {
666 if (!(RANDOM () % 21)) 668 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 669 r = 20 + rndm (2);
668 else 670 else
669 { 671 {
670 if (RANDOM () & 2) 672 if (rndm (2))
671 r = 10; 673 r = 10;
672 else 674 else
673 r = 11 + RANDOM () % 9; 675 r = 11 + rndm (9);
674 } 676 }
675 } 677 }
676 678
677 switch (r) 679 switch (r)
678 { 680 {
715 case 16: 717 case 16:
716 case 17: 718 case 17:
717 case 18: 719 case 18:
718 case 19: 720 case 19:
719 { 721 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 722 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 723
722 /* 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) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 725 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 726
725 /* 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
726 * positive values for how protections work out. Put another 728 * positive values for how protections work out. Put another
727 * 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
728 * even values. 730 * even values.
729 */ 731 */
730 if (bonus < 0) 732 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 733 val = 2 * -val - rndm (b);
732 if (val > 35) 734 if (val > 35)
733 val = 35; /* Upper limit */ 735 val = 35; /* Upper limit */
734 b = 0; 736 b = 0;
737
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 738 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 {
737 resist = RANDOM () % num_resist_table; 739 resist = rndm (num_resist_table);
738 } 740
739 if (b == 4) 741 if (b == 4)
740 return; /* Not able to find a free resistance */ 742 return; /* Not able to find a free resistance */
743
741 op->resist[resist_table[resist]] = val; 744 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 745 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 746 * based on how good a resistance we gave.
744 */ 747 */
745 break; 748 break;
773 case 22: 776 case 22:
774 op->stats.exp += bonus; /* Speed! */ 777 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 778 op->value = (op->value * 2) / 3;
776 break; 779 break;
777 } 780 }
781
778 if (bonus > 0) 782 if (bonus > 0)
779 op->value *= 2 * bonus; 783 op->value *= 2 * bonus;
780 else 784 else
781 op->value = -(op->value * 2 * bonus) / 3; 785 op->value = -(op->value * 2 * bonus) / 3;
782} 786}
787 * higher is the chance of returning a low number. 791 * higher is the chance of returning a low number.
788 * 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
789 * rings and amulets. 793 * rings and amulets.
790 * 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.
791 */ 795 */
792
793int 796int
794get_magic (int diff) 797get_magic (int diff)
795{ 798{
796 int i; 799 int i;
797 800
798 if (diff < 3) 801 if (diff < 3)
799 diff = 3; 802 diff = 3;
803
800 for (i = 0; i < 4; i++) 804 for (i = 0; i < 4; i++)
801 if (RANDOM () % diff) 805 if (rndm (diff))
802 return i; 806 return i;
807
803 return 4; 808 return 4;
804} 809}
805 810
806#define DICE2 (get_magic(2)==2?2:1) 811#define DICE2 (get_magic(2)==2?2:1)
807#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))
808 813
809/* 814/*
810 * 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
811 * 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
812 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 817 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
826 * value. 831 * value.
827 * 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
828 * 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
829 * 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
830 */ 835 */
831
832void 836void
833fix_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)
834{ 838{
835 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;
836 840
873 if (!op->magic && max_magic) 877 if (!op->magic && max_magic)
874 set_magic (difficulty, op, max_magic, flags); 878 set_magic (difficulty, op, max_magic, flags);
875 879
876 num_enchantments = calc_item_power (op, 1); 880 num_enchantments = calc_item_power (op, 1);
877 881
878 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,
879 * used for shop_floors or treasures */ 885 * used for shop_floors or treasures */
880 generate_artifact (op, difficulty); 886 generate_artifact (op, difficulty);
881 } 887 }
882 888
883 /* Object was made an artifact. Calculate its item_power rating. 889 /* Object was made an artifact. Calculate its item_power rating.
941 case WEAPON: 947 case WEAPON:
942 case ARMOUR: 948 case ARMOUR:
943 case SHIELD: 949 case SHIELD:
944 case HELMET: 950 case HELMET:
945 case CLOAK: 951 case CLOAK:
946 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 952 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
947 set_ring_bonus (op, -DICE2); 953 set_ring_bonus (op, -DICE2);
948 break; 954 break;
949 955
950 case BRACERS: 956 case BRACERS:
951 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 957 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
952 { 958 {
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 959 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954 if (!QUERY_FLAG (op, FLAG_CURSED)) 960 if (!QUERY_FLAG (op, FLAG_CURSED))
955 op->value *= 3; 961 op->value *= 3;
956 } 962 }
982 */ 988 */
983 if (op->inv && op->randomitems) 989 if (op->inv && op->randomitems)
984 { 990 {
985 /* value multiplier is same as for scrolls */ 991 /* value multiplier is same as for scrolls */
986 op->value = (op->value * op->inv->value); 992 op->value = (op->value * op->inv->value);
987 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 993 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
988 } 994 }
989 else 995 else
990 { 996 {
991 op->name = "potion"; 997 op->name = "potion";
992 op->name_pl = "potions"; 998 op->name_pl = "potions";
993 } 999 }
994 1000
995 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1001 if (!(flags & GT_ONLY_GOOD) && rndm (2))
996 SET_FLAG (op, FLAG_CURSED); 1002 SET_FLAG (op, FLAG_CURSED);
997 break; 1003 break;
998 } 1004 }
999 1005
1000 case AMULET: 1006 case AMULET:
1010 } 1016 }
1011 1017
1012 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! */
1013 break; 1019 break;
1014 1020
1015 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1021 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1016 SET_FLAG (op, FLAG_CURSED); 1022 SET_FLAG (op, FLAG_CURSED);
1017 1023
1018 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1024 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1019 1025
1020 if (op->type != RING) /* Amulets have only one ability */ 1026 if (op->type != RING) /* Amulets have only one ability */
1021 break; 1027 break;
1022 1028
1023 if (!(RANDOM () % 4)) 1029 if (!(rndm (4)))
1024 { 1030 {
1025 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1031 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1026 1032
1027 if (d > 0) 1033 if (d > 0)
1028 op->value *= 3; 1034 op->value *= 3;
1029 1035
1030 set_ring_bonus (op, d); 1036 set_ring_bonus (op, d);
1031 1037
1032 if (!(RANDOM () % 4)) 1038 if (!(rndm (4)))
1033 { 1039 {
1034 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1040 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1035 1041
1036 if (d > 0) 1042 if (d > 0)
1037 op->value *= 5; 1043 op->value *= 5;
1038 set_ring_bonus (op, d); 1044 set_ring_bonus (op, d);
1039 } 1045 }
1040 } 1046 }
1041 1047
1042 if (GET_ANIM_ID (op)) 1048 if (GET_ANIM_ID (op))
1043 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1049 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1044 1050
1045 break; 1051 break;
1046 1052
1047 case BOOK: 1053 case BOOK:
1048 /* Is it an empty book?, if yes lets make a special· 1054 /* Is it an empty book?, if yes lets make a special·
1049 * msg for it, and tailor its properties based on the· 1055 * msg for it, and tailor its properties based on the·
1050 * creator and/or map level we found it on. 1056 * creator and/or map level we found it on.
1051 */ 1057 */
1052 if (!op->msg && RANDOM () % 10) 1058 if (!op->msg && rndm (10))
1053 { 1059 {
1054 /* set the book level properly */ 1060 /* set the book level properly */
1055 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1061 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1056 { 1062 {
1057 if (op->map && op->map->difficulty) 1063 if (op->map && op->map->difficulty)
1058 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1064 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1059 else 1065 else
1060 op->level = RANDOM () % 20 + 1; 1066 op->level = rndm (20) + 1;
1061 } 1067 }
1062 else 1068 else
1063 op->level = RANDOM () % creator->level; 1069 op->level = rndm (creator->level);
1064 1070
1065 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);
1066 /* books w/ info are worth more! */ 1072 /* books w/ info are worth more! */
1067 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));
1068 /* creator related stuff */ 1074 /* creator related stuff */
1167 */ 1173 */
1168 1174
1169/* 1175/*
1170 * Allocate and return the pointer to an empty artifactlist structure. 1176 * Allocate and return the pointer to an empty artifactlist structure.
1171 */ 1177 */
1172
1173static artifactlist * 1178static artifactlist *
1174get_empty_artifactlist (void) 1179get_empty_artifactlist (void)
1175{ 1180{
1176 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1181 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist));
1177 1182
1184} 1189}
1185 1190
1186/* 1191/*
1187 * Allocate and return the pointer to an empty artifact structure. 1192 * Allocate and return the pointer to an empty artifact structure.
1188 */ 1193 */
1189
1190static artifact * 1194static artifact *
1191get_empty_artifact (void) 1195get_empty_artifact (void)
1192{ 1196{
1193 artifact *a = (artifact *) malloc (sizeof (artifact)); 1197 artifact *a = (artifact *) malloc (sizeof (artifact));
1194 1198
1195 if (a == NULL) 1199 if (a == NULL)
1196 fatal (OUT_OF_MEMORY); 1200 fatal (OUT_OF_MEMORY);
1201
1197 a->item = NULL; 1202 a->item = NULL;
1198 a->next = NULL; 1203 a->next = NULL;
1199 a->chance = 0; 1204 a->chance = 0;
1200 a->difficulty = 0; 1205 a->difficulty = 0;
1201 a->allowed = NULL; 1206 a->allowed = NULL;
1204 1209
1205/* 1210/*
1206 * 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
1207 * of objects on it. 1212 * of objects on it.
1208 */ 1213 */
1209
1210artifactlist * 1214artifactlist *
1211find_artifactlist (int type) 1215find_artifactlist (int type)
1212{ 1216{
1213 artifactlist *al; 1217 artifactlist *al;
1214 1218
1215 for (al = first_artifactlist; al != NULL; al = al->next) 1219 for (al = first_artifactlist; al; al = al->next)
1216 if (al->type == type) 1220 if (al->type == type)
1217 return al; 1221 return al;
1222
1218 return NULL; 1223 return 0;
1219} 1224}
1220 1225
1221/* 1226/*
1222 * For debugging purposes. Dumps all tables. 1227 * For debugging purposes. Dumps all tables.
1223 */ 1228 */
1224
1225void 1229void
1226dump_artifacts (void) 1230dump_artifacts (void)
1227{ 1231{
1228 artifactlist *al; 1232 artifactlist *al;
1229 artifact *art; 1233 artifact *art;
1236 for (art = al->items; art != NULL; art = art->next) 1240 for (art = al->items; art != NULL; art = art->next)
1237 { 1241 {
1238 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);
1239 if (art->allowed != NULL) 1243 if (art->allowed != NULL)
1240 { 1244 {
1241 fprintf (logfile, "\tAllowed combinations:"); 1245 fprintf (logfile, "\tallowed combinations:");
1242 for (next = art->allowed; next != NULL; next = next->next) 1246 for (next = art->allowed; next != NULL; next = next->next)
1243 fprintf (logfile, "%s,", &next->name); 1247 fprintf (logfile, "%s,", &next->name);
1244 fprintf (logfile, "\n"); 1248 fprintf (logfile, "\n");
1245 } 1249 }
1246 } 1250 }
1314 archetype *at; 1318 archetype *at;
1315 int found; 1319 int found;
1316 1320
1317 found = 0; 1321 found = 0;
1318 fprintf (logfile, "\n"); 1322 fprintf (logfile, "\n");
1323
1319 for (at = first_archetype; at != NULL; at = at->next) 1324 for (at = first_archetype; at != NULL; at = at->next)
1320 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1325 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1321 { 1326 {
1322 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);
1323 if (at->clone.randomitems != NULL) 1328 if (at->clone.randomitems != NULL)
1324 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);
1325 else 1330 else
1326 fprintf (logfile, "(nothing)\n"); 1331 fprintf (logfile, "(nothing)\n");
1332
1327 fprintf (logfile, "\n"); 1333 fprintf (logfile, "\n");
1328 found++; 1334 found++;
1329 } 1335 }
1336
1330 if (found == 0) 1337 if (found == 0)
1331 fprintf (logfile, "No objects have the name %s!\n\n", name); 1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1332} 1339}
1333 1340
1334/* 1341/*
1335 * 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.
1336 */ 1343 */
1337
1338void 1344void
1339init_artifacts (void) 1345init_artifacts (void)
1340{ 1346{
1341 static int has_been_inited = 0; 1347 static int has_been_inited = 0;
1342 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1348 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next;
1343 artifact *art = NULL; 1349 artifact *art = NULL;
1344 linked_char *tmp;
1345 int value; 1350 int value;
1346 artifactlist *al; 1351 artifactlist *al;
1347 1352
1348 if (has_been_inited) 1353 if (has_been_inited)
1349 return; 1354 return;
1350 else 1355 else
1351 has_been_inited = 1; 1356 has_been_inited = 1;
1352 1357
1353 sprintf (filename, "%s/artifacts", settings.datadir); 1358 sprintf (filename, "%s/artifacts", settings.datadir);
1354 object_thawer thawer (filename); 1359 object_thawer f (filename);
1355 1360
1356 if (!thawer) 1361 if (!f)
1357 return; 1362 return;
1358 1363
1359 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1364 f.next ();
1360 {
1361 if (*buf == '#')
1362 continue;
1363 if ((cp = strchr (buf, '\n')) != NULL)
1364 *cp = '\0';
1365 cp = buf;
1366 while (*cp == ' ') /* Skip blanks */
1367 cp++;
1368 if (*cp == '\0')
1369 continue;
1370 1365
1371 if (!strncmp (cp, "Allowed", 7)) 1366 for (;;)
1367 {
1368 switch (f.kw)
1372 { 1369 {
1370 case KW_allowed:
1373 if (art == NULL) 1371 if (!art)
1372 {
1373 art = get_empty_artifact ();
1374 nrofartifacts++;
1375 }
1376
1374 { 1377 {
1375 art = get_empty_artifact (); 1378 if (!strcmp (f.get_str (), "all"))
1376 nrofartifacts++; 1379 break;
1380
1381 char *next, *cp = f.get_str ();
1382
1383 do
1384 {
1385 nrofallowedstr++;
1386
1387 if ((next = strchr (cp, ',')))
1388 *next++ = '\0';
1389
1390 linked_char *tmp = new linked_char;
1391
1392 tmp->name = cp;
1393 tmp->next = art->allowed;
1394 art->allowed = tmp;
1395 }
1396 while ((cp = next));
1377 } 1397 }
1378 cp = strchr (cp, ' ') + 1; 1398 break;
1379 if (!strcmp (cp, "all")) 1399
1400 case KW_chance:
1401 f.get (art->chance);
1402 break;
1403
1404 case KW_difficulty:
1405 f.get (art->difficulty);
1406 break;
1407
1408 case KW_object:
1409 {
1410 art->item = object::create ();
1411
1412 if (!art->item->parse_kv (f))
1413 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1414
1415 al = find_artifactlist (art->item->type);
1416
1417 if (!al)
1418 {
1419 al = get_empty_artifactlist ();
1420 al->type = art->item->type;
1421 al->next = first_artifactlist;
1422 first_artifactlist = al;
1423 }
1424
1425 art->next = al->items;
1426 al->items = art;
1427 art = 0;
1428 }
1380 continue; 1429 continue;
1381 1430
1382 do 1431 case KW_EOF:
1432 goto done;
1433
1434 default:
1435 if (!f.parse_error ("artifacts file"))
1436 cleanup ("artifacts file required");
1383 { 1437 break;
1384 nrofallowedstr++;
1385 if ((next = strchr (cp, ',')) != NULL)
1386 *(next++) = '\0';
1387 tmp = new linked_char;
1388
1389 tmp->name = cp;
1390 tmp->next = art->allowed;
1391 art->allowed = tmp;
1392 }
1393 while ((cp = next) != NULL);
1394 }
1395 else if (sscanf (cp, "chance %d", &value))
1396 art->chance = (uint16) value;
1397 else if (sscanf (cp, "difficulty %d", &value))
1398 art->difficulty = (uint8) value;
1399 else if (!strncmp (cp, "Object", 6))
1400 { 1438 }
1401 art->item = object::create ();
1402 1439
1403 if (!load_object (thawer, art->item, 0)) 1440 f.next ();
1404 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1405
1406 art->item->name = strchr (cp, ' ') + 1;
1407 al = find_artifactlist (art->item->type);
1408 if (al == NULL)
1409 {
1410 al = get_empty_artifactlist ();
1411 al->type = art->item->type;
1412 al->next = first_artifactlist;
1413 first_artifactlist = al;
1414 }
1415 art->next = al->items;
1416 al->items = art;
1417 art = NULL;
1418 }
1419 else
1420 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1421 } 1441 }
1422 1442
1443done:
1423 for (al = first_artifactlist; al != NULL; al = al->next) 1444 for (al = first_artifactlist; al; al = al->next)
1424 { 1445 {
1425 for (art = al->items; art != NULL; art = art->next) 1446 for (art = al->items; art; art = art->next)
1426 { 1447 {
1427 if (!art->chance) 1448 if (!art->chance)
1428 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1449 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1429 else 1450 else
1430 al->total_chance += art->chance; 1451 al->total_chance += art->chance;
1499 1520
1500 op->set_speed (op->speed); 1521 op->set_speed (op->speed);
1501 } 1522 }
1502 1523
1503 if (change->nrof) 1524 if (change->nrof)
1504 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1525 op->nrof = rndm (change->nrof) + 1;
1505 1526
1506 op->stats.exp += change->stats.exp; /* Speed modifier */ 1527 op->stats.exp += change->stats.exp; /* Speed modifier */
1507 op->stats.wc += change->stats.wc; 1528 op->stats.wc += change->stats.wc;
1508 op->stats.ac += change->stats.ac; 1529 op->stats.ac += change->stats.ac;
1509 1530
1612 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1633 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1613 } 1634 }
1614 1635
1615 op->value *= change->value; 1636 op->value *= change->value;
1616 1637
1617 if (change->material) 1638 if (change->materials)
1618 op->material = change->material; 1639 op->materials = change->materials;
1619 1640
1620 if (change->materialname) 1641 if (change->materialname)
1621 op->materialname = change->materialname; 1642 op->materialname = change->materialname;
1622 1643
1623 if (change->slaying) 1644 if (change->slaying)
1717 return; 1738 return;
1718 } 1739 }
1719 1740
1720 for (i = 0; i < ARTIFACT_TRIES; i++) 1741 for (i = 0; i < ARTIFACT_TRIES; i++)
1721 { 1742 {
1722 int roll = RANDOM () % al->total_chance; 1743 int roll = rndm (al->total_chance);
1723 1744
1724 for (art = al->items; art != NULL; art = art->next) 1745 for (art = al->items; art; art = art->next)
1725 { 1746 {
1726 roll -= art->chance; 1747 roll -= art->chance;
1727 if (roll < 0) 1748 if (roll < 0)
1728 break; 1749 break;
1729 } 1750 }

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