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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.32 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.71 by root, Tue Apr 15 03:16:02 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25#define ALLOWED_COMBINATION
26 23
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
30 * left on 27 * left on
31 */ 28 */
32#define TREASURE_DEBUG 29#define TREASURE_DEBUG
33 30
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 32
36/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
37 34
38#include <global.h> 35#include <global.h>
39#include <treasure.h> 36#include <treasure.h>
40#include <funcpoint.h> 37#include <funcpoint.h>
41#include <loader.h> 38#include <loader.h>
42 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
43 43
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 45
47/* 46typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 47 const char *,
49 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
50 54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
51void 98void
52init_archetype_pointers () 99clear (treasurelist *tl)
53{ 100{
54 int prev_warn = warn_archetypes; 101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
55 106
56 warn_archetypes = 1;
57 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown");
65 warn_archetypes = prev_warn;
66}
67
68/*
69 * Allocate and return the pointer to an empty treasurelist structure.
70 */
71
72static treasurelist *
73get_empty_treasurelist (void)
74{
75 return new treasurelist;
76}
77
78/*
79 * Allocate and return the pointer to an empty treasure structure.
80 */
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86
87 t->chance = 100; 107 tl->total_chance = 0;
88
89 return t;
90} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
91 130
92/* 131/*
93 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
95 */ 134 */
96
97static treasure * 135static treasure *
98load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
99{ 137{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
102 int value;
103 139
104 nroftreasures++; 140 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 141
109 if (*buf == '#') 142 for (;;)
110 continue; 143 {
111 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 145
117 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 147 {
122 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
123 t->name = variable; 149 t->item = archetype::get (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 150 break;
125 t->change_arch.name = variable; 151
126 else if (sscanf (cp, "change_title %s", variable)) 152 case KW_list: f.get (t->name); break;
127 t->change_arch.title = variable; 153 case KW_change_name: f.get (t->change_arch.name); break;
128 else if (sscanf (cp, "change_slaying %s", variable)) 154 case KW_change_title: f.get (t->change_arch.title); break;
129 t->change_arch.slaying = variable; 155 case KW_change_slaying: f.get (t->change_arch.slaying); break;
130 else if (sscanf (cp, "chance %d", &value)) 156 case KW_chance: f.get (t->chance); break;
131 t->chance = (uint8) value; 157 case KW_nrof: f.get (t->nrof); break;
132 else if (sscanf (cp, "nrof %d", &value)) 158 case KW_magic: f.get (t->magic); break;
133 t->nrof = (uint16) value; 159
134 else if (sscanf (cp, "magic %d", &value)) 160 case KW_yes: t->next_yes = read_treasure (f); continue;
135 t->magic = (uint8) value; 161 case KW_no: t->next_no = read_treasure (f); continue;
136 else if (!strcmp (cp, "yes")) 162
137 t->next_yes = load_treasure (fp, line); 163 case KW_end:
138 else if (!strcmp (cp, "no")) 164 f.next ();
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
145 return t; 165 return t;
146 }
147 else
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 }
150 LOG (llevError, "treasure lacks 'end'.\n");
151 return t;
152}
153 166
154#ifdef TREASURE_DEBUG 167 case KW_more:
168 t->next = read_treasure (f);
169 return t;
155 170
156/* recursived checks the linked list. Treasurelist is passed only 171 default:
157 * so that the treasure name can be printed out 172 if (!f.parse_error ("treasurelist", t->name))
158 */ 173 return 0;
159static void
160check_treasurelist (const treasure *t, const treasurelist * tl)
161{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next)
168 check_treasurelist (t->next, tl);
169 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl);
171 if (t->next_no)
172 check_treasurelist (t->next_no, tl);
173}
174#endif
175 174
175 return t;
176 }
177
178 f.next ();
179 }
180}
181
176/* 182/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 183 * Each treasure is parsed with the help of load_treasure().
179 */ 184 */
180 185treasurelist *
181void 186treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 187{
184 FILE *fp; 188 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t;
188 int comp, line = 0;
189 189
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 190 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 191 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 192 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 193 tl->items = read_treasure (f);
194 if (!tl->items)
194 return; 195 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 196
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205
206 tl->name = name;
207 if (previous == NULL)
208 first_treasurelist = tl;
209 else
210 previous->next = tl;
211 previous = tl;
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated. 197 /* 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 198 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 199 * fields of the treasures are not being used.
217 */ 200 */
218 if (!strncmp (buf, "treasureone", 11)) 201 if (one)
202 {
203 for (treasure *t = tl->items; t; t = t->next)
204 {
205 if (t->next_yes || t->next_no)
219 { 206 {
220 for (t = tl->items; t != NULL; t = t->next)
221 {
222#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no)
224 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 207 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 208 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 209 }
232 }
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 210
238#ifdef TREASURE_DEBUG 211 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 212 }
240 * verify that list transitions work (ie, the list that it is supposed 213 }
241 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element.
243 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
245 check_treasurelist (previous->items, previous);
246#endif
247}
248 214
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; 215 return tl;
270} 216}
271
272 217
273/* 218/*
274 * Generates the objects specified by the given treasure. 219 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 220 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 221 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 227 * start with equipment, but only their abilities).
283 */ 228 */
284static void 229static void
285put_treasure (object *op, object *creator, int flags) 230put_treasure (object *op, object *creator, int flags)
286{ 231{
287 object *tmp; 232 if (flags & GT_ENVIRONMENT)
288 233 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 234 /* Bit of a hack - spells should never be put onto the map. The entire
290 * treasure stuff is a problem - there is no clear idea of knowing 235 * treasure stuff is a problem - there is no clear idea of knowing
291 * this is the original object, or if this is an object that should be created 236 * this is the original object, or if this is an object that should be created
292 * by another object. 237 * by another object.
293 */ 238 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 239 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 240 if (op->type == SPELL)
241 {
242 op->destroy ();
243 return;
244 }
245
246 op->expand_tail ();
247
248 if (op->blocked (creator->map, creator->x, creator->y))
249 op->destroy ();
250 else
251 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 252 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 253 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
254 }
298 } 255 }
299 else 256 else
300 { 257 {
301 op = creator->insert (op); 258 op = creator->insert (op);
302 259
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 260 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 261 monster_check_apply (creator, op);
305 262
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 263 if (flags & GT_UPDATE_INV)
264 if (object *tmp = creator->in_player ())
307 esrv_send_item (tmp, op); 265 esrv_send_item (tmp, op);
308 } 266 }
309} 267}
310 268
311/* if there are change_xxx commands in the treasure, we include the changes 269/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 270 * in the generated object
326 284
327 if (t->change_arch.slaying) 285 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 286 op->slaying = t->change_arch.slaying;
329} 287}
330 288
331void 289static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 290create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 291{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 292 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 293 {
338 if (t->name) 294 if (t->name)
339 { 295 {
340 if (difficulty >= t->magic) 296 if (difficulty >= t->magic)
297 if (treasurelist *tl = treasurelist::find (t->name))
298 create_treasure (tl, op, flag, difficulty, tries);
299 else
300 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
301 }
302 else
303 {
304 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 305 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries);
345 }
346 }
347 else
348 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 {
351 tmp = arch_to_object (t->item); 306 object *tmp = arch_to_object (t->item);
307
352 if (t->nrof && tmp->nrof <= 1) 308 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 309 tmp->nrof = rndm (t->nrof) + 1;
310
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 311 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 312 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 313 put_treasure (tmp, op, flag);
357 } 314 }
358 } 315 }
359 316
360 if (t->next_yes != NULL) 317 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 318 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 319 }
363 else if (t->next_no != NULL) 320 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 321 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 322
366 if (t->next != NULL) 323 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 324 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 325}
369 326
370void 327static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 328create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 329{
373 int value = RANDOM () % tl->total_chance; 330 int value = rndm (tl->total_chance);
374 treasure *t; 331 treasure *t;
375 332
376 if (tries++ > 100) 333 if (tries++ > 100)
377 { 334 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 335 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 336 return;
380 } 337 }
381 338
382 for (t = tl->items; t != NULL; t = t->next) 339 for (t = tl->items; t; t = t->next)
383 { 340 {
384 value -= t->chance; 341 value -= t->chance;
385 342
386 if (value < 0) 343 if (value < 0)
387 break; 344 break;
388 } 345 }
389 346
390 if (!t || value >= 0) 347 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 348 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 349
397 if (t->name) 350 if (t->name)
398 { 351 {
399 if (difficulty >= t->magic) 352 if (difficulty >= t->magic)
400 { 353 {
401 treasurelist *tl = find_treasurelist (t->name); 354 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 355 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 356 create_treasure (tl, op, flag, difficulty, tries);
404 } 357 }
405 else if (t->nrof) 358 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 359 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 360 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 361 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
412 { 362 {
413 object *tmp = arch_to_object (t->item); 363 if (object *tmp = arch_to_object (t->item))
414 364 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 365 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 366 tmp->nrof = rndm (t->nrof) + 1;
420 367
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 368 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 369 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 370 put_treasure (tmp, op, flag);
371 }
424 } 372 }
373}
374
375void
376object::create_treasure (treasurelist *tl, int flags)
377{
378 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
425} 379}
426 380
427/* This calls the appropriate treasure creation function. tries is passed 381/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 382 * to determine how many list transitions or attempts to create treasure
429 * have been made. It is really in place to prevent infinite loops with 383 * have been made. It is really in place to prevent infinite loops with
432 * to do that. 386 * to do that.
433 */ 387 */
434void 388void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 389create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 390{
391 // empty treasurelists are legal
392 if (!tl->items)
393 return;
437 394
438 if (tries++ > 100) 395 if (tries++ > 100)
439 { 396 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 397 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 398 return;
442 } 399 }
400
401 if (op->flag [FLAG_TREASURE_ENV])
402 {
403 // do not generate items when there already is something above the object
404 if (op->flag [FLAG_IS_FLOOR] && op->above)
405 return;
406
407 flag |= GT_ENVIRONMENT;
408 }
409
443 if (tl->total_chance) 410 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 411 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 412 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 413 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 414}
454object * 421object *
455generate_treasure (treasurelist *tl, int difficulty) 422generate_treasure (treasurelist *tl, int difficulty)
456{ 423{
457 difficulty = clamp (difficulty, 1, settings.max_level); 424 difficulty = clamp (difficulty, 1, settings.max_level);
458 425
459 object *ob = object::create (), *tmp; 426 object *ob = object::create ();
460 427
461 create_treasure (tl, ob, 0, difficulty, 0); 428 create_treasure (tl, ob, 0, difficulty, 0);
462 429
463 /* Don't want to free the object we are about to return */ 430 /* Don't want to free the object we are about to return */
464 tmp = ob->inv; 431 object *tmp = ob->inv;
465 if (tmp != NULL) 432 if (tmp)
466 tmp->remove (); 433 tmp->remove ();
467 434
468 if (ob->inv) 435 if (ob->inv)
469 LOG (llevError, "In generate treasure, created multiple objects.\n"); 436 LOG (llevError, "In generate treasure, created multiple objects.\n");
470 437
478 * The array has two arguments, the difficulty of the level, and the 445 * The array has two arguments, the difficulty of the level, and the
479 * magical bonus "wanted". 446 * magical bonus "wanted".
480 */ 447 */
481 448
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 449static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483
484/*chance of magic difficulty*/ 450// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 451// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 452 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 453 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 454 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 455 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 456 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 457 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 458 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 459 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 460 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 461 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 462 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 463 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 464 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 465 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 466 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 467 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 468 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 469 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 470 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 471 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 472 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 473 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 474 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 475 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 476 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 477 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 478 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 479 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 480 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 481 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 482 { 0, 0, 0, 0, 100}, // 31
518}; 483};
519
520 484
521/* calculate the appropriate level for wands staves and scrolls. 485/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 486 * This code presumes that op has had its spell object created (in op->inv)
523 * 487 *
524 * elmex Wed Aug 9 17:44:59 CEST 2006: 488 * elmex Wed Aug 9 17:44:59 CEST 2006:
525 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 489 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
526 */ 490 */
527
528int 491int
529level_for_item (const object *op, int difficulty) 492level_for_item (const object *op, int difficulty)
530{ 493{
531 int olevel = 0;
532
533 if (!op->inv) 494 if (!op->inv)
534 { 495 {
535 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 496 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
536 return 0; 497 return 0;
537 } 498 }
538 499
539 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 500 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
540 501
541 if (olevel <= 0) 502 if (olevel <= 0)
542 olevel = rndm (1, MIN (op->inv->level, 1)); 503 olevel = rndm (1, op->inv->level);
543 504
544 if (olevel > MAXLEVEL) 505 return min (olevel, MAXLEVEL);
545 olevel = MAXLEVEL;
546
547 return olevel;
548} 506}
549 507
550/* 508/*
551 * Based upon the specified difficulty and upon the difftomagic_list array, 509 * Based upon the specified difficulty and upon the difftomagic_list array,
552 * a random magical bonus is returned. This is used when determine 510 * a random magical bonus is returned. This is used when determine
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 513 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 514 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 515 * weird integer between 1-31.
558 * 516 *
559 */ 517 */
560
561int 518int
562magic_from_difficulty (int difficulty) 519magic_from_difficulty (int difficulty)
563{ 520{
564 int percent = 0, magic = 0; 521 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 522 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 527 scaled_diff = 0;
571 528
572 if (scaled_diff >= DIFFLEVELS) 529 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 530 scaled_diff = DIFFLEVELS - 1;
574 531
575 percent = RANDOM () % 100; 532 percent = rndm (100);
576 533
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 534 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 535 {
579 percent -= difftomagic_list[scaled_diff][magic]; 536 percent -= difftomagic_list[scaled_diff][magic];
580 537
586 { 543 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 544 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 545 magic = 0;
589 } 546 }
590 547
591 magic = (RANDOM () % 3) ? magic : -magic; 548 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 549 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 550
594 return magic; 551 return magic;
595} 552}
596 553
609 566
610 op->magic = magic; 567 op->magic = magic;
611 if (op->arch) 568 if (op->arch)
612 { 569 {
613 if (op->type == ARMOUR) 570 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 571 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
615 572
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 573 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 574 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 575 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
619 } 576 }
620 else 577 else
621 { 578 {
622 if (op->type == ARMOUR) 579 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 580 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 582 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 583 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 584 }
628} 585}
629 586
653 * 1) Since rings can have multiple bonuses, if the same bonus 610 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 611 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 612 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 613 * 2) Add code to deal with new PR method.
657 */ 614 */
658
659void 615void
660set_ring_bonus (object *op, int bonus) 616set_ring_bonus (object *op, int bonus)
661{ 617{
662 618
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 619 int r = rndm (bonus > 0 ? 25 : 11);
664 620
665 if (op->type == AMULET) 621 if (op->type == AMULET)
666 { 622 {
667 if (!(RANDOM () % 21)) 623 if (!(rndm (21)))
668 r = 20 + RANDOM () % 2; 624 r = 20 + rndm (2);
669 else 625 else
670 { 626 {
671 if (RANDOM () & 2) 627 if (rndm (2))
672 r = 10; 628 r = 10;
673 else 629 else
674 r = 11 + RANDOM () % 9; 630 r = 11 + rndm (9);
675 } 631 }
676 } 632 }
677 633
678 switch (r) 634 switch (r)
679 { 635 {
686 case 2: 642 case 2:
687 case 3: 643 case 3:
688 case 4: 644 case 4:
689 case 5: 645 case 5:
690 case 6: 646 case 6:
691 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 647 op->stats.stat (r) += bonus;
692 break; 648 break;
693 649
694 case 7: 650 case 7:
695 op->stats.dam += bonus; 651 op->stats.dam += bonus;
696 break; 652 break;
716 case 16: 672 case 16:
717 case 17: 673 case 17:
718 case 18: 674 case 18:
719 case 19: 675 case 19:
720 { 676 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 677 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 678
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 679 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 680 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 681
726 /* Cursed items need to have higher negative values to equal out with 682 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 683 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 684 * little random element in since that they don't always end up with
729 * even values. 685 * even values.
730 */ 686 */
731 if (bonus < 0) 687 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 688 val = 2 * -val - rndm (b);
733 if (val > 35) 689 if (val > 35)
734 val = 35; /* Upper limit */ 690 val = 35; /* Upper limit */
735 b = 0; 691 b = 0;
692
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 693 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 694 resist = rndm (num_resist_table);
739 } 695
740 if (b == 4) 696 if (b == 4)
741 return; /* Not able to find a free resistance */ 697 return; /* Not able to find a free resistance */
698
742 op->resist[resist_table[resist]] = val; 699 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 700 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 701 * based on how good a resistance we gave.
745 */ 702 */
746 break; 703 break;
774 case 22: 731 case 22:
775 op->stats.exp += bonus; /* Speed! */ 732 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 733 op->value = (op->value * 2) / 3;
777 break; 734 break;
778 } 735 }
736
779 if (bonus > 0) 737 if (bonus > 0)
780 op->value *= 2 * bonus; 738 op->value *= 2 * bonus;
781 else 739 else
782 op->value = -(op->value * 2 * bonus) / 3; 740 op->value = -(op->value * 2 * bonus) / 3;
783} 741}
788 * higher is the chance of returning a low number. 746 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on 747 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets. 748 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours. 749 * Another scheme is used to calculate the magic of weapons and armours.
792 */ 750 */
793
794int 751int
795get_magic (int diff) 752get_magic (int diff)
796{ 753{
797 int i; 754 int i;
798 755
799 if (diff < 3) 756 if (diff < 3)
800 diff = 3; 757 diff = 3;
758
801 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
802 if (RANDOM () % diff) 760 if (rndm (diff))
803 return i; 761 return i;
762
804 return 4; 763 return 4;
805} 764}
806 765
807#define DICE2 (get_magic(2)==2?2:1) 766#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 767#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 768
810/* 769/*
811 * fix_generated_item(): This is called after an item is generated, in 770 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells 771 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 772 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
827 * value. 786 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 787 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829 * a working object - don't change magic, value, etc, but set it material 788 * a working object - don't change magic, value, etc, but set it material
830 * type as appropriate, for objects that need spell objects, set those, etc 789 * type as appropriate, for objects that need spell objects, set those, etc
831 */ 790 */
832
833void 791void
834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 792fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835{ 793{
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 794 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837 795
842 save_item_power = op->item_power; 800 save_item_power = op->item_power;
843 op->item_power = 0; 801 op->item_power = 0;
844 802
845 if (op->randomitems && op->type != SPELL) 803 if (op->randomitems && op->type != SPELL)
846 { 804 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0); 805 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
848 if (!op->inv)
849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
850
851 /* So the treasure doesn't get created again */ 806 /* So the treasure doesn't get created again */
852 op->randomitems = NULL; 807 op->randomitems = 0;
853 } 808 }
854 809
855 if (difficulty < 1) 810 if (difficulty < 1)
856 difficulty = 1; 811 difficulty = 1;
857 812
874 if (!op->magic && max_magic) 829 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 830 set_magic (difficulty, op, max_magic, flags);
876 831
877 num_enchantments = calc_item_power (op, 1); 832 num_enchantments = calc_item_power (op, 1);
878 833
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 834 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
835 || op->type == HORN
836 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 837 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
882 } 839 }
883 840
884 /* Object was made an artifact. Calculate its item_power rating. 841 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 899 case WEAPON:
943 case ARMOUR: 900 case ARMOUR:
944 case SHIELD: 901 case SHIELD:
945 case HELMET: 902 case HELMET:
946 case CLOAK: 903 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 904 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 905 set_ring_bonus (op, -DICE2);
949 break; 906 break;
950 907
951 case BRACERS: 908 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 909 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 910 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 911 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 912 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 913 op->value *= 3;
957 } 914 }
983 */ 940 */
984 if (op->inv && op->randomitems) 941 if (op->inv && op->randomitems)
985 { 942 {
986 /* value multiplier is same as for scrolls */ 943 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 944 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 945 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 946 }
990 else 947 else
991 { 948 {
992 op->name = "potion"; 949 op->name = "potion";
993 op->name_pl = "potions"; 950 op->name_pl = "potions";
994 } 951 }
995 952
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 953 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 954 SET_FLAG (op, FLAG_CURSED);
998 break; 955 break;
999 } 956 }
1000 957
1001 case AMULET: 958 case AMULET:
1011 } 968 }
1012 969
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 970 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break; 971 break;
1015 972
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 973 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 974 SET_FLAG (op, FLAG_CURSED);
1018 975
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 976 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020 977
1021 if (op->type != RING) /* Amulets have only one ability */ 978 if (op->type != RING) /* Amulets have only one ability */
1022 break; 979 break;
1023 980
1024 if (!(RANDOM () % 4)) 981 if (!(rndm (4)))
1025 { 982 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 983 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 984
1028 if (d > 0) 985 if (d > 0)
1029 op->value *= 3; 986 op->value *= 3;
1030 987
1031 set_ring_bonus (op, d); 988 set_ring_bonus (op, d);
1032 989
1033 if (!(RANDOM () % 4)) 990 if (!(rndm (4)))
1034 { 991 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 992 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036 993
1037 if (d > 0) 994 if (d > 0)
1038 op->value *= 5; 995 op->value *= 5;
1039 set_ring_bonus (op, d); 996 set_ring_bonus (op, d);
1040 } 997 }
1041 } 998 }
1042 999
1043 if (GET_ANIM_ID (op)) 1000 if (GET_ANIM_ID (op))
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1001 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1045 1002
1046 break; 1003 break;
1047 1004
1048 case BOOK: 1005 case BOOK:
1049 /* Is it an empty book?, if yes lets make a special· 1006 /* Is it an empty book?, if yes lets make a special·
1050 * msg for it, and tailor its properties based on the· 1007 * msg for it, and tailor its properties based on the·
1051 * creator and/or map level we found it on. 1008 * creator and/or map level we found it on.
1052 */ 1009 */
1053 if (!op->msg && RANDOM () % 10) 1010 if (!op->msg && rndm (10))
1054 { 1011 {
1055 /* set the book level properly */ 1012 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1013 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1014 {
1058 if (op->map && op->map->difficulty) 1015 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1016 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1017 else
1061 op->level = RANDOM () % 20 + 1; 1018 op->level = rndm (20) + 1;
1062 } 1019 }
1063 else 1020 else
1064 op->level = RANDOM () % creator->level; 1021 op->level = rndm (creator->level);
1065 1022
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1023 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */ 1024 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1025 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */ 1026 /* creator related stuff */
1168 */ 1125 */
1169 1126
1170/* 1127/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1128 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1129 */
1173
1174static artifactlist * 1130static artifactlist *
1175get_empty_artifactlist (void) 1131get_empty_artifactlist (void)
1176{ 1132{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1133 return salloc0<artifactlist> ();
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185} 1134}
1186 1135
1187/* 1136/*
1188 * Allocate and return the pointer to an empty artifact structure. 1137 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1138 */
1190
1191static artifact * 1139static artifact *
1192get_empty_artifact (void) 1140get_empty_artifact (void)
1193{ 1141{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1142 return salloc0<artifact> ();
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204} 1143}
1205 1144
1206/* 1145/*
1207 * Searches the artifact lists and returns one that has the same type 1146 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it. 1147 * of objects on it.
1209 */ 1148 */
1210
1211artifactlist * 1149artifactlist *
1212find_artifactlist (int type) 1150find_artifactlist (int type)
1213{ 1151{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1152 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1153 if (al->type == type)
1218 return al; 1154 return al;
1219 return NULL;
1220}
1221 1155
1222/*
1223 * For debugging purposes. Dumps all tables.
1224 */
1225
1226void
1227dump_artifacts (void)
1228{
1229 artifactlist *al;
1230 artifact *art;
1231 linked_char *next;
1232
1233 fprintf (logfile, "\n");
1234 for (al = first_artifactlist; al != NULL; al = al->next)
1235 {
1236 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1237 for (art = al->items; art != NULL; art = art->next)
1238 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL)
1241 {
1242 fprintf (logfile, "\tAllowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n");
1246 }
1247 }
1248 }
1249 fprintf (logfile, "\n");
1250}
1251
1252/*
1253 * For debugging purposes. Dumps all treasures recursively (see below).
1254 */
1255void
1256dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1257{
1258 treasurelist *tl;
1259 int i;
1260
1261 if (depth > 100)
1262 return; 1156 return 0;
1263 while (t)
1264 {
1265 if (t->name)
1266 {
1267 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " ");
1269 fprintf (logfile, "{ (list: %s)\n", &t->name);
1270 tl = find_treasurelist (t->name);
1271 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2);
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 }
1277 else
1278 {
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 }
1286
1287 if (t->next_yes)
1288 {
1289 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " ");
1291 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 }
1294
1295 if (t->next_no)
1296 {
1297 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " ");
1299 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 }
1302
1303 t = t->next;
1304 }
1305}
1306
1307/*
1308 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */
1311
1312void
1313dump_monster_treasure (const char *name)
1314{
1315 archetype *at;
1316 int found;
1317
1318 found = 0;
1319 fprintf (logfile, "\n");
1320 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else
1327 fprintf (logfile, "(nothing)\n");
1328 fprintf (logfile, "\n");
1329 found++;
1330 }
1331 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333} 1157}
1334 1158
1335/* 1159/*
1336 * Builds up the lists of artifacts from the file in the libdir. 1160 * Builds up the lists of artifacts from the file in the libdir.
1337 */ 1161 */
1338
1339void 1162void
1340init_artifacts (void) 1163init_artifacts (void)
1341{ 1164{
1342 static int has_been_inited = 0; 1165 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1166 char filename[MAX_BUF];
1344 artifact *art = NULL; 1167 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1168 artifactlist *al;
1348 1169
1349 if (has_been_inited) 1170 if (has_been_inited)
1350 return; 1171 return;
1351 else 1172 else
1352 has_been_inited = 1; 1173 has_been_inited = 1;
1353 1174
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1175 sprintf (filename, "%s/artifacts", settings.datadir);
1355 object_thawer thawer (filename); 1176 object_thawer f (filename);
1356 1177
1357 if (!thawer) 1178 if (!f)
1358 return; 1179 return;
1359 1180
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1181 for (;;)
1361 { 1182 {
1362 if (*buf == '#') 1183 switch (f.kw)
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371
1372 if (!strncmp (cp, "Allowed", 7))
1373 { 1184 {
1185 case KW_allowed:
1374 if (art == NULL) 1186 if (!art)
1187 art = get_empty_artifact ();
1188
1375 { 1189 {
1376 art = get_empty_artifact (); 1190 if (!strcmp (f.get_str (), "all"))
1377 nrofartifacts++; 1191 break;
1192
1193 char *next, *cp = f.get_str ();
1194
1195 do
1196 {
1197 if ((next = strchr (cp, ',')))
1198 *next++ = '\0';
1199
1200 linked_char *tmp = new linked_char;
1201
1202 tmp->name = cp;
1203 tmp->next = art->allowed;
1204 art->allowed = tmp;
1205 }
1206 while ((cp = next));
1378 } 1207 }
1379 cp = strchr (cp, ' ') + 1; 1208 break;
1380 if (!strcmp (cp, "all")) 1209
1210 case KW_chance:
1211 f.get (art->chance);
1212 break;
1213
1214 case KW_difficulty:
1215 f.get (art->difficulty);
1216 break;
1217
1218 case KW_object:
1219 {
1220 art->item = object::create ();
1221 f.get (art->item->name);
1222 f.next ();
1223
1224 if (!art->item->parse_kv (f))
1225 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1226
1227 al = find_artifactlist (art->item->type);
1228
1229 if (!al)
1230 {
1231 al = get_empty_artifactlist ();
1232 al->type = art->item->type;
1233 al->next = first_artifactlist;
1234 first_artifactlist = al;
1235 }
1236
1237 art->next = al->items;
1238 al->items = art;
1239 art = 0;
1240 }
1381 continue; 1241 continue;
1382 1242
1383 do 1243 case KW_EOF:
1244 goto done;
1245
1246 default:
1247 if (!f.parse_error ("artifacts file"))
1248 cleanup ("artifacts file required");
1384 { 1249 break;
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 { 1250 }
1402 art->item = object::create ();
1403 1251
1404 if (!load_object (thawer, art->item, 0)) 1252 f.next ();
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 } 1253 }
1423 1254
1255done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1256 for (al = first_artifactlist; al; al = al->next)
1425 { 1257 {
1258 al->total_chance = 0;
1259
1426 for (art = al->items; art != NULL; art = art->next) 1260 for (art = al->items; art; art = art->next)
1427 { 1261 {
1428 if (!art->chance) 1262 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1263 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else 1264 else
1431 al->total_chance += art->chance; 1265 al->total_chance += art->chance;
1436 } 1270 }
1437 1271
1438 LOG (llevDebug, "done.\n"); 1272 LOG (llevDebug, "done.\n");
1439} 1273}
1440 1274
1441
1442/* 1275/*
1443 * Used in artifact generation. The bonuses of the first object 1276 * Used in artifact generation. The bonuses of the first object
1444 * is modified by the bonuses of the second object. 1277 * is modified by the bonuses of the second object.
1445 */ 1278 */
1446
1447void 1279void
1448add_abilities (object *op, object *change) 1280add_abilities (object *op, object *change)
1449{ 1281{
1450 int i, tmp; 1282 int i, tmp;
1451 1283
1452 if (change->face != blank_face) 1284 if (change->face != blank_face)
1453 { 1285 {
1454#ifdef TREASURE_VERBOSE 1286#ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number); 1287 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1456#endif 1288#endif
1457 op->face = change->face; 1289 op->face = change->face;
1458 } 1290 }
1459 1291
1460 for (i = 0; i < NUM_STATS; i++) 1292 for (i = 0; i < NUM_STATS; i++)
1461 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1293 change_attr_value (&(op->stats), i, change->stats.stat (i));
1462 1294
1463 op->attacktype |= change->attacktype; 1295 op->attacktype |= change->attacktype;
1464 op->path_attuned |= change->path_attuned; 1296 op->path_attuned |= change->path_attuned;
1465 op->path_repelled |= change->path_repelled; 1297 op->path_repelled |= change->path_repelled;
1466 op->path_denied |= change->path_denied; 1298 op->path_denied |= change->path_denied;
1500 1332
1501 op->set_speed (op->speed); 1333 op->set_speed (op->speed);
1502 } 1334 }
1503 1335
1504 if (change->nrof) 1336 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1337 op->nrof = rndm (change->nrof) + 1;
1506 1338
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1339 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1340 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1341 op->stats.ac += change->stats.ac;
1510 1342
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1445 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 } 1446 }
1615 1447
1616 op->value *= change->value; 1448 op->value *= change->value;
1617 1449
1618 if (change->material) 1450 if (change->materials)
1619 op->material = change->material; 1451 op->materials = change->materials;
1620 1452
1621 if (change->materialname) 1453 if (change->materialname)
1622 op->materialname = change->materialname; 1454 op->materialname = change->materialname;
1623 1455
1624 if (change->slaying) 1456 if (change->slaying)
1630 if (change->msg) 1462 if (change->msg)
1631 op->msg = change->msg; 1463 op->msg = change->msg;
1632} 1464}
1633 1465
1634static int 1466static int
1635legal_artifact_combination (object *op, artifact * art) 1467legal_artifact_combination (object *op, artifact *art)
1636{ 1468{
1637 int neg, success = 0; 1469 int neg, success = 0;
1638 linked_char *tmp; 1470 linked_char *tmp;
1639 const char *name; 1471 const char *name;
1640 1472
1641 if (art->allowed == (linked_char *) NULL) 1473 if (!art->allowed)
1642 return 1; /* Ie, "all" */ 1474 return 1; /* Ie, "all" */
1475
1643 for (tmp = art->allowed; tmp; tmp = tmp->next) 1476 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 { 1477 {
1645#ifdef TREASURE_VERBOSE 1478#ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1479 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1647#endif 1480#endif
1648 if (*tmp->name == '!') 1481 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1; 1482 name = tmp->name + 1, neg = 1;
1650 else 1483 else
1651 name = tmp->name, neg = 0; 1484 name = tmp->name, neg = 0;
1652 1485
1653 /* If we match name, then return the opposite of 'neg' */ 1486 /* If we match name, then return the opposite of 'neg' */
1654 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1487 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1655 return !neg; 1488 return !neg;
1656 1489
1657 /* Set success as true, since if the match was an inverse, it means 1490 /* Set success as true, since if the match was an inverse, it means
1658 * everything is allowed except what we match 1491 * everything is allowed except what we match
1659 */ 1492 */
1660 else if (neg) 1493 else if (neg)
1661 success = 1; 1494 success = 1;
1662 } 1495 }
1496
1663 return success; 1497 return success;
1664} 1498}
1665 1499
1666/* 1500/*
1667 * Fixes the given object, giving it the abilities and titles 1501 * Fixes the given object, giving it the abilities and titles
1718 return; 1552 return;
1719 } 1553 }
1720 1554
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1555 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1556 {
1723 int roll = RANDOM () % al->total_chance; 1557 int roll = rndm (al->total_chance);
1724 1558
1725 for (art = al->items; art != NULL; art = art->next) 1559 for (art = al->items; art; art = art->next)
1726 { 1560 {
1727 roll -= art->chance; 1561 roll -= art->chance;
1728 if (roll < 0) 1562 if (roll < 0)
1729 break; 1563 break;
1730 } 1564 }
1746 continue; 1580 continue;
1747 1581
1748 if (!legal_artifact_combination (op, art)) 1582 if (!legal_artifact_combination (op, art))
1749 { 1583 {
1750#ifdef TREASURE_VERBOSE 1584#ifdef TREASURE_VERBOSE
1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1585 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1752#endif 1586#endif
1753 continue; 1587 continue;
1754 } 1588 }
1589
1755 give_artifact_abilities (op, art->item); 1590 give_artifact_abilities (op, art->item);
1756 return; 1591 return;
1757 } 1592 }
1758} 1593}
1759 1594
1803 SET_FLAG (item, FLAG_NO_STEAL); 1638 SET_FLAG (item, FLAG_NO_STEAL);
1804 } 1639 }
1805} 1640}
1806 1641
1807/* special_potion() - so that old potion code is still done right. */ 1642/* special_potion() - so that old potion code is still done right. */
1808
1809int 1643int
1810special_potion (object *op) 1644special_potion (object *op)
1811{ 1645{
1812 if (op->attacktype) 1646 if (op->attacktype)
1813 return 1; 1647 return 1;
1823} 1657}
1824 1658
1825void 1659void
1826free_treasurestruct (treasure *t) 1660free_treasurestruct (treasure *t)
1827{ 1661{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1662 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1663 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1664 if (t->next_no) free_treasurestruct (t->next_no);
1834 1665
1835 delete t; 1666 delete t;
1836} 1667}
1837 1668
1838void 1669void
1843 1674
1844 delete lc; 1675 delete lc;
1845} 1676}
1846 1677
1847void 1678void
1848free_artifact (artifact * at) 1679free_artifact (artifact *at)
1849{ 1680{
1850 if (at->next)
1851 free_artifact (at->next); 1681 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1682 if (at->allowed) free_charlinks (at->allowed);
1855 1683
1856 at->item->destroy (1); 1684 at->item->destroy (1);
1857 1685
1858 delete at; 1686 sfree (at);
1859} 1687}
1860 1688
1861void 1689void
1862free_artifactlist (artifactlist * al) 1690free_artifactlist (artifactlist *al)
1863{ 1691{
1864 artifactlist *nextal; 1692 artifactlist *nextal;
1865 1693
1866 for (al = first_artifactlist; al; al = nextal) 1694 for (al = first_artifactlist; al; al = nextal)
1867 { 1695 {
1868 nextal = al->next; 1696 nextal = al->next;
1869 1697
1870 if (al->items) 1698 if (al->items)
1871 free_artifact (al->items); 1699 free_artifact (al->items);
1872 1700
1873 free (al); 1701 sfree (al);
1874 } 1702 }
1875} 1703}
1876 1704
1877void 1705void
1878free_all_treasures (void) 1706free_all_treasures (void)
1879{ 1707{
1880 treasurelist *tl, *next; 1708 treasurelist *tl, *next;
1881 1709
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1710 for (tl = first_treasurelist; tl; tl = next)
1884 { 1711 {
1712 clear (tl);
1713
1885 next = tl->next; 1714 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1715 delete tl;
1889 } 1716 }
1717
1890 free_artifactlist (first_artifactlist); 1718 free_artifactlist (first_artifactlist);
1891} 1719}

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