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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.35 by root, Sat Jan 27 02:19:36 2007 UTC vs.
Revision 1.82 by root, Mon Sep 29 10:32:50 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 (©) 2005,2006,2007,2008 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>
41#include <loader.h> 37#include <loader.h>
42 38
39extern char *spell_mapping[];
40
41static treasurelist *first_treasurelist;
43 42
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 43static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[];
46 44
47/* 45typedef std::tr1::unordered_map<
48 * Initialize global archtype pointers: 46 const char *,
49 */ 47 treasurelist *,
48 str_hash,
49 str_equal,
50 slice_allocator< std::pair<const char *const, treasurelist *> >
51> tl_map_t;
50 52
53static tl_map_t tl_map;
54
55/*
56 * Searches for the given treasurelist
57 */
58treasurelist *
59treasurelist::find (const char *name)
60{
61 if (!name)
62 return 0;
63
64 auto (i, tl_map.find (name));
65
66 if (i == tl_map.end ())
67 return 0;
68
69 return i->second;
70}
71
72/*
73 * Searches for the given treasurelist in the globally linked list
74 * of treasurelists which has been built by load_treasures().
75 */
76treasurelist *
77treasurelist::get (const char *name)
78{
79 treasurelist *tl = find (name);
80
81 if (!tl)
82 {
83 tl = new treasurelist;
84
85 tl->name = name;
86 tl->next = first_treasurelist;
87 first_treasurelist = tl;
88
89 tl_map.insert (std::make_pair (tl->name, tl));
90 }
91
92 return tl;
93}
94
95//TODO: class method
51void 96void
52init_archetype_pointers () 97clear (treasurelist *tl)
53{ 98{
54 int prev_warn = warn_archetypes; 99 if (tl->items)
100 {
101 free_treasurestruct (tl->items);
102 tl->items = 0;
103 }
55 104
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; 105 tl->total_chance = 0;
88
89 return t;
90} 106}
107
108#ifdef TREASURE_DEBUG
109/* recursived checks the linked list. Treasurelist is passed only
110 * so that the treasure name can be printed out
111 */
112static void
113check_treasurelist (const treasure *t, const treasurelist * tl)
114{
115 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
116 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
117
118 if (t->next)
119 check_treasurelist (t->next, tl);
120
121 if (t->next_yes)
122 check_treasurelist (t->next_yes, tl);
123
124 if (t->next_no)
125 check_treasurelist (t->next_no, tl);
126}
127#endif
91 128
92/* 129/*
93 * Reads the lib/treasure file from disk, and parses the contents 130 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 131 * into an internal treasure structure (very linked lists)
95 */ 132 */
96
97static treasure * 133static treasure *
98load_treasure (FILE * fp, int *line) 134read_treasure (object_thawer &f)
99{ 135{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 136 treasure *t = new treasure;
102 int value;
103 137
104 nroftreasures++; 138 f.next ();
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 139
109 if (*buf == '#') 140 for (;;)
110 continue; 141 {
111 if ((cp = strchr (buf, '\n')) != NULL) 142 coroapi::cede_to_tick ();
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 143
117 if (sscanf (cp, "arch %s", variable)) 144 switch (f.kw)
118 {
119 if ((t->item = archetype::find (variable)) == NULL)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 145 {
122 else if (sscanf (cp, "list %s", variable)) 146 case KW_arch:
123 t->name = variable; 147 t->item = archetype::find (f.get_str ());
124 else if (sscanf (cp, "change_name %s", variable)) 148
125 t->change_arch.name = variable; 149 if (!t->item)
126 else if (sscanf (cp, "change_title %s", variable))
127 t->change_arch.title = variable;
128 else if (sscanf (cp, "change_slaying %s", variable))
129 t->change_arch.slaying = variable;
130 else if (sscanf (cp, "chance %d", &value))
131 t->chance = (uint8) value;
132 else if (sscanf (cp, "nrof %d", &value))
133 t->nrof = (uint16) value;
134 else if (sscanf (cp, "magic %d", &value))
135 t->magic = (uint8) value;
136 else if (!strcmp (cp, "yes"))
137 t->next_yes = load_treasure (fp, line);
138 else if (!strcmp (cp, "no"))
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 { 150 {
144 t->next = load_treasure (fp, line); 151 f.parse_warn ("treasure references unknown archetype");
152 t->item = archetype::empty;
153 }
154
155 break;
156
157 case KW_list: f.get (t->name); break;
158 case KW_change_name: f.get (t->change_arch.name); break;
159 case KW_change_title: f.get (t->change_arch.title); break;
160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
161 case KW_chance: f.get (t->chance); break;
162 case KW_nrof: f.get (t->nrof); break;
163 case KW_magic: f.get (t->magic); break;
164
165 case KW_yes: t->next_yes = read_treasure (f); continue;
166 case KW_no: t->next_no = read_treasure (f); continue;
167
168 case KW_end:
169 f.next ();
145 return t; 170 return t;
171
172 case KW_more:
173 t->next = read_treasure (f);
174 return t;
175
176 default:
177 if (!f.parse_error ("treasurelist", t->name))
178 goto error;
179
180 return t;
146 } 181 }
147 else 182
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 183 f.next ();
149 } 184 }
150 LOG (llevError, "treasure lacks 'end'.\n"); 185
186 // not reached
187
188error:
189 delete t;
151 return t; 190 return 0;
152} 191}
153 192
154#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out
158 */
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
176/* 193/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 194 * Each treasure is parsed with the help of load_treasure().
179 */ 195 */
180 196treasurelist *
181void 197treasurelist::read (object_thawer &f)
182load_treasures (void)
183{ 198{
184 FILE *fp; 199 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;
189 200
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 201 bool one = f.kw == KW_treasureone;
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 202 treasurelist *tl = treasurelist::get (f.get_str ());
192 { 203 clear (tl);
193 LOG (llevError, "Can't open treasure file.\n"); 204 tl->items = read_treasure (f);
205 if (!tl->items)
194 return; 206 return 0;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 {
198 line++;
199 if (*buf == '#')
200 continue;
201 207
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. 208 /* 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 209 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used. 210 * fields of the treasures are not being used.
217 */ 211 */
218 if (!strncmp (buf, "treasureone", 11)) 212 if (one)
213 {
214 for (treasure *t = tl->items; t; t = t->next)
215 {
216 if (t->next_yes || t->next_no)
219 { 217 {
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); 218 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"); 219 LOG (llevError, " the next_yes or next_no field is set\n");
227 }
228#endif
229 tl->total_chance += t->chance;
230 }
231 } 220 }
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);
237 221
238#ifdef TREASURE_DEBUG 222 tl->total_chance += t->chance;
239 /* Perform some checks on how valid the treasure data actually is. 223 }
240 * verify that list transitions work (ie, the list that it is supposed 224 }
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}
248 225
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; 226 return tl;
270} 227}
271
272 228
273/* 229/*
274 * Generates the objects specified by the given treasure. 230 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 231 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 232 * If there is a certain percental chance for a treasure to be generated,
282 * start with equipment, but only their abilities). 238 * start with equipment, but only their abilities).
283 */ 239 */
284static void 240static void
285put_treasure (object *op, object *creator, int flags) 241put_treasure (object *op, object *creator, int flags)
286{ 242{
287 object *tmp; 243 if (flags & GT_ENVIRONMENT)
288 244 {
289 /* Bit of a hack - spells should never be put onto the map. The entire 245 /* 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 246 * 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 247 * this is the original object, or if this is an object that should be created
292 * by another object. 248 * by another object.
293 */ 249 */
294 if (flags & GT_ENVIRONMENT && op->type != SPELL) 250 //TODO: flag such as objects... as such (no drop, anybody?)
295 { 251 if (op->type == SPELL)
252 {
253 op->destroy ();
254 return;
255 }
256
257 op->expand_tail ();
258
259 if (!creator->is_on_map () || op->blocked (creator->map, creator->x, creator->y))
260 op->destroy ();
261 else
262 {
296 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 263 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
297 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 264 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
265 }
298 } 266 }
299 else 267 else
300 { 268 {
301 op = creator->insert (op); 269 op = creator->insert (op);
302 270
303 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 271 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
304 monster_check_apply (creator, op); 272 monster_check_apply (creator, op);
305
306 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ()))
307 esrv_send_item (tmp, op);
308 } 273 }
309} 274}
310 275
311/* if there are change_xxx commands in the treasure, we include the changes 276/* if there are change_xxx commands in the treasure, we include the changes
312 * in the generated object 277 * in the generated object
326 291
327 if (t->change_arch.slaying) 292 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 293 op->slaying = t->change_arch.slaying;
329} 294}
330 295
331void 296static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 297create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 298{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) 299 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 300 {
338 if (t->name) 301 if (t->name)
339 { 302 {
340 if (difficulty >= t->magic) 303 if (difficulty >= t->magic)
304 if (treasurelist *tl = treasurelist::find (t->name))
305 create_treasure (tl, op, flag, difficulty, tries);
306 else
307 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
308 }
309 else
310 {
311 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
341 { 312 {
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); 313 object *tmp = arch_to_object (t->item);
314
352 if (t->nrof && tmp->nrof <= 1) 315 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = rndm (t->nrof) + 1; 316 tmp->nrof = rndm (t->nrof) + 1;
354 317
355 fix_generated_item (tmp, op, difficulty, t->magic, flag); 318 fix_generated_item (tmp, op, difficulty, t->magic, flag);
356 change_treasure (t, tmp); 319 change_treasure (t, tmp);
357 put_treasure (tmp, op, flag); 320 put_treasure (tmp, op, flag);
358 } 321 }
359 } 322 }
360 323
361 if (t->next_yes != NULL) 324 if (t->next_yes)
362 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 325 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
363 } 326 }
364 else if (t->next_no != NULL) 327 else if (t->next_no)
365 create_all_treasures (t->next_no, op, flag, difficulty, tries); 328 create_all_treasures (t->next_no, op, flag, difficulty, tries);
366 329
367 if (t->next != NULL) 330 if (t->next)
368 create_all_treasures (t->next, op, flag, difficulty, tries); 331 create_all_treasures (t->next, op, flag, difficulty, tries);
369} 332}
370 333
371void 334static void
372create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 335create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
373{ 336{
374 int value = rndm (tl->total_chance); 337 int value = rndm (tl->total_chance);
375 treasure *t; 338 treasure *t;
376 339
378 { 341 {
379 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 342 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
380 return; 343 return;
381 } 344 }
382 345
383 for (t = tl->items; t != NULL; t = t->next) 346 for (t = tl->items; t; t = t->next)
384 { 347 {
385 value -= t->chance; 348 value -= t->chance;
386 349
387 if (value < 0) 350 if (value < 0)
388 break; 351 break;
389 } 352 }
390 353
391 if (!t || value >= 0) 354 if (!t || value >= 0)
392 {
393 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 355 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
394 abort ();
395 return;
396 }
397 356
398 if (t->name) 357 if (t->name)
399 { 358 {
400 if (difficulty >= t->magic) 359 if (difficulty >= t->magic)
401 { 360 {
402 treasurelist *tl = find_treasurelist (t->name); 361 treasurelist *tl = treasurelist::find (t->name);
403 if (tl) 362 if (tl)
404 create_treasure (tl, op, flag, difficulty, tries); 363 create_treasure (tl, op, flag, difficulty, tries);
405 } 364 }
406 else if (t->nrof) 365 else if (t->nrof)
407 create_one_treasure (tl, op, flag, difficulty, tries); 366 create_one_treasure (tl, op, flag, difficulty, tries);
408
409 return;
410 } 367 }
411
412 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 368 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
413 { 369 {
414 object *tmp = arch_to_object (t->item); 370 if (object *tmp = arch_to_object (t->item))
415 371 {
416 if (!tmp)
417 return;
418
419 if (t->nrof && tmp->nrof <= 1) 372 if (t->nrof && tmp->nrof <= 1)
420 tmp->nrof = rndm (t->nrof) + 1; 373 tmp->nrof = rndm (t->nrof) + 1;
421 374
422 fix_generated_item (tmp, op, difficulty, t->magic, flag); 375 fix_generated_item (tmp, op, difficulty, t->magic, flag);
423 change_treasure (t, tmp); 376 change_treasure (t, tmp);
424 put_treasure (tmp, op, flag); 377 put_treasure (tmp, op, flag);
378 }
425 } 379 }
380}
381
382void
383object::create_treasure (treasurelist *tl, int flags)
384{
385 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
426} 386}
427 387
428/* This calls the appropriate treasure creation function. tries is passed 388/* This calls the appropriate treasure creation function. tries is passed
429 * to determine how many list transitions or attempts to create treasure 389 * to determine how many list transitions or attempts to create treasure
430 * have been made. It is really in place to prevent infinite loops with 390 * have been made. It is really in place to prevent infinite loops with
433 * to do that. 393 * to do that.
434 */ 394 */
435void 395void
436create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 396create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
437{ 397{
398 // empty treasurelists are legal
399 if (!tl->items)
400 return;
438 401
439 if (tries++ > 100) 402 if (tries++ > 100)
440 { 403 {
441 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 404 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
442 return; 405 return;
443 } 406 }
407
408 if (op->flag [FLAG_TREASURE_ENV])
409 {
410 // do not generate items when there already is something above the object
411 if (op->flag [FLAG_IS_FLOOR] && op->above)
412 return;
413
414 flag |= GT_ENVIRONMENT;
415 }
416
444 if (tl->total_chance) 417 if (tl->total_chance)
445 create_one_treasure (tl, op, flag, difficulty, tries); 418 create_one_treasure (tl, op, flag, difficulty, tries);
446 else 419 else
447 create_all_treasures (tl->items, op, flag, difficulty, tries); 420 create_all_treasures (tl->items, op, flag, difficulty, tries);
448} 421}
455object * 428object *
456generate_treasure (treasurelist *tl, int difficulty) 429generate_treasure (treasurelist *tl, int difficulty)
457{ 430{
458 difficulty = clamp (difficulty, 1, settings.max_level); 431 difficulty = clamp (difficulty, 1, settings.max_level);
459 432
460 object *ob = object::create (), *tmp; 433 object *ob = object::create ();
461 434
462 create_treasure (tl, ob, 0, difficulty, 0); 435 create_treasure (tl, ob, 0, difficulty, 0);
463 436
464 /* Don't want to free the object we are about to return */ 437 /* Don't want to free the object we are about to return */
465 tmp = ob->inv; 438 object *tmp = ob->inv;
466 if (tmp != NULL) 439 if (tmp)
467 tmp->remove (); 440 tmp->remove ();
468 441
469 if (ob->inv) 442 if (ob->inv)
470 LOG (llevError, "In generate treasure, created multiple objects.\n"); 443 LOG (llevError, "In generate treasure, created multiple objects.\n");
471 444
472 ob->destroy (); 445 ob->destroy ();
446
473 return tmp; 447 return tmp;
474} 448}
475 449
476/* 450/*
477 * This is a new way of calculating the chance for an item to have 451 * This is a new way of calculating the chance for an item to have
479 * The array has two arguments, the difficulty of the level, and the 453 * The array has two arguments, the difficulty of the level, and the
480 * magical bonus "wanted". 454 * magical bonus "wanted".
481 */ 455 */
482 456
483static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 457static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
484
485/*chance of magic difficulty*/ 458// chance of magic difficulty
486
487/* +0 +1 +2 +3 +4 */ 459// +0 +1 +2 +3 +4
488 {95, 2, 2, 1, 0}, /*1 */ 460 {95, 2, 2, 1, 0}, // 1
489 {92, 5, 2, 1, 0}, /*2 */ 461 {92, 5, 2, 1, 0}, // 2
490 {85, 10, 4, 1, 0}, /*3 */ 462 {85, 10, 4, 1, 0}, // 3
491 {80, 14, 4, 2, 0}, /*4 */ 463 {80, 14, 4, 2, 0}, // 4
492 {75, 17, 5, 2, 1}, /*5 */ 464 {75, 17, 5, 2, 1}, // 5
493 {70, 18, 8, 3, 1}, /*6 */ 465 {70, 18, 8, 3, 1}, // 6
494 {65, 21, 10, 3, 1}, /*7 */ 466 {65, 21, 10, 3, 1}, // 7
495 {60, 22, 12, 4, 2}, /*8 */ 467 {60, 22, 12, 4, 2}, // 8
496 {55, 25, 14, 4, 2}, /*9 */ 468 {55, 25, 14, 4, 2}, // 9
497 {50, 27, 16, 5, 2}, /*10 */ 469 {50, 27, 16, 5, 2}, // 10
498 {45, 28, 18, 6, 3}, /*11 */ 470 {45, 28, 18, 6, 3}, // 11
499 {42, 28, 20, 7, 3}, /*12 */ 471 {42, 28, 20, 7, 3}, // 12
500 {40, 27, 21, 8, 4}, /*13 */ 472 {40, 27, 21, 8, 4}, // 13
501 {38, 25, 22, 10, 5}, /*14 */ 473 {38, 25, 22, 10, 5}, // 14
502 {36, 23, 23, 12, 6}, /*15 */ 474 {36, 23, 23, 12, 6}, // 15
503 {33, 21, 24, 14, 8}, /*16 */ 475 {33, 21, 24, 14, 8}, // 16
504 {31, 19, 25, 16, 9}, /*17 */ 476 {31, 19, 25, 16, 9}, // 17
505 {27, 15, 30, 18, 10}, /*18 */ 477 {27, 15, 30, 18, 10}, // 18
506 {20, 12, 30, 25, 13}, /*19 */ 478 {20, 12, 30, 25, 13}, // 19
507 {15, 10, 28, 30, 17}, /*20 */ 479 {15, 10, 28, 30, 17}, // 20
508 {13, 9, 27, 28, 23}, /*21 */ 480 {13, 9, 27, 28, 23}, // 21
509 {10, 8, 25, 28, 29}, /*22 */ 481 {10, 8, 25, 28, 29}, // 22
510 {8, 7, 23, 26, 36}, /*23 */ 482 { 8, 7, 23, 26, 36}, // 23
511 {6, 6, 20, 22, 46}, /*24 */ 483 { 6, 6, 20, 22, 46}, // 24
512 {4, 5, 17, 18, 56}, /*25 */ 484 { 4, 5, 17, 18, 56}, // 25
513 {2, 4, 12, 14, 68}, /*26 */ 485 { 2, 4, 12, 14, 68}, // 26
514 {0, 3, 7, 10, 80}, /*27 */ 486 { 0, 3, 7, 10, 80}, // 27
515 {0, 0, 3, 7, 90}, /*28 */ 487 { 0, 0, 3, 7, 90}, // 28
516 {0, 0, 0, 3, 97}, /*29 */ 488 { 0, 0, 0, 3, 97}, // 29
517 {0, 0, 0, 0, 100}, /*30 */ 489 { 0, 0, 0, 0, 100}, // 30
518 {0, 0, 0, 0, 100}, /*31 */ 490 { 0, 0, 0, 0, 100}, // 31
519}; 491};
520
521 492
522/* calculate the appropriate level for wands staves and scrolls. 493/* calculate the appropriate level for wands staves and scrolls.
523 * This code presumes that op has had its spell object created (in op->inv) 494 * This code presumes that op has had its spell object created (in op->inv)
524 * 495 *
525 * elmex Wed Aug 9 17:44:59 CEST 2006: 496 * elmex Wed Aug 9 17:44:59 CEST 2006:
526 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 497 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
527 */ 498 */
528
529int 499int
530level_for_item (const object *op, int difficulty) 500level_for_item (const object *op, int difficulty)
531{ 501{
532 int olevel = 0;
533
534 if (!op->inv) 502 if (!op->inv)
535 { 503 {
536 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 504 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
537 return 0; 505 return 0;
538 } 506 }
539 507
540 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 508 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
541 509
542 if (olevel <= 0) 510 if (olevel <= 0)
543 olevel = rndm (1, MIN (op->inv->level, 1)); 511 olevel = rndm (1, op->inv->level);
544 512
545 if (olevel > MAXLEVEL) 513 return min (olevel, MAXLEVEL);
546 olevel = MAXLEVEL;
547
548 return olevel;
549} 514}
550 515
551/* 516/*
552 * Based upon the specified difficulty and upon the difftomagic_list array, 517 * Based upon the specified difficulty and upon the difftomagic_list array,
553 * a random magical bonus is returned. This is used when determine 518 * a random magical bonus is returned. This is used when determine
556 * elmex Thu Aug 10 18:45:44 CEST 2006: 521 * elmex Thu Aug 10 18:45:44 CEST 2006:
557 * Scaling difficulty by max_level, as difficulty is a level and not some 522 * Scaling difficulty by max_level, as difficulty is a level and not some
558 * weird integer between 1-31. 523 * weird integer between 1-31.
559 * 524 *
560 */ 525 */
561
562int 526int
563magic_from_difficulty (int difficulty) 527magic_from_difficulty (int difficulty)
564{ 528{
565 int percent = 0, magic = 0; 529 int percent = 0, magic = 0;
566 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 530 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
610 574
611 op->magic = magic; 575 op->magic = magic;
612 if (op->arch) 576 if (op->arch)
613 { 577 {
614 if (op->type == ARMOUR) 578 if (op->type == ARMOUR)
615 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 579 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
616 580
617 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 581 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
618 magic = (-magic); 582 magic = (-magic);
583
619 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 584 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
620 } 585 }
621 else 586 else
622 { 587 {
623 if (op->type == ARMOUR) 588 if (op->type == ARMOUR)
624 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 589 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
590
625 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ 591 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
626 magic = (-magic); 592 magic = (-magic);
593
627 op->weight = (op->weight * (100 - magic * 10)) / 100; 594 op->weight = (op->weight * (100 - magic * 10)) / 100;
628 } 595 }
629} 596}
630 597
631/* 598/*
654 * 1) Since rings can have multiple bonuses, if the same bonus 621 * 1) Since rings can have multiple bonuses, if the same bonus
655 * is rolled again, increase it - the bonuses now stack with 622 * is rolled again, increase it - the bonuses now stack with
656 * other bonuses previously rolled and ones the item might natively have. 623 * other bonuses previously rolled and ones the item might natively have.
657 * 2) Add code to deal with new PR method. 624 * 2) Add code to deal with new PR method.
658 */ 625 */
659
660void 626void
661set_ring_bonus (object *op, int bonus) 627set_ring_bonus (object *op, int bonus)
662{ 628{
663 629
664 int r = rndm (bonus > 0 ? 25 : 11); 630 int r = rndm (bonus > 0 ? 25 : 11);
687 case 2: 653 case 2:
688 case 3: 654 case 3:
689 case 4: 655 case 4:
690 case 5: 656 case 5:
691 case 6: 657 case 6:
692 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 658 op->stats.stat (r) += bonus;
693 break; 659 break;
694 660
695 case 7: 661 case 7:
696 op->stats.dam += bonus; 662 op->stats.dam += bonus;
697 break; 663 break;
831 * value. 797 * value.
832 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 798 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
833 * a working object - don't change magic, value, etc, but set it material 799 * a working object - don't change magic, value, etc, but set it material
834 * type as appropriate, for objects that need spell objects, set those, etc 800 * type as appropriate, for objects that need spell objects, set those, etc
835 */ 801 */
836
837void 802void
838fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 803fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
839{ 804{
840 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 805 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
841 806
846 save_item_power = op->item_power; 811 save_item_power = op->item_power;
847 op->item_power = 0; 812 op->item_power = 0;
848 813
849 if (op->randomitems && op->type != SPELL) 814 if (op->randomitems && op->type != SPELL)
850 { 815 {
851 create_treasure (op->randomitems, op, flags, difficulty, 0); 816 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
852 if (!op->inv)
853 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
854
855 /* So the treasure doesn't get created again */ 817 /* So the treasure doesn't get created again */
856 op->randomitems = NULL; 818 op->randomitems = 0;
857 } 819 }
858 820
859 if (difficulty < 1) 821 if (difficulty < 1)
860 difficulty = 1; 822 difficulty = 1;
861 823
865 ARG_INT (flags))) 827 ARG_INT (flags)))
866 return; 828 return;
867 829
868 if (!(flags & GT_MINIMAL)) 830 if (!(flags & GT_MINIMAL))
869 { 831 {
870 if (op->arch == crown_arch) 832 if (IS_ARCH (op->arch, crown))
871 { 833 {
872 set_magic (difficulty, op, max_magic, flags); 834 set_magic (difficulty, op, max_magic, flags);
873 num_enchantments = calc_item_power (op, 1); 835 num_enchantments = calc_item_power (op, 1);
874 generate_artifact (op, difficulty); 836 generate_artifact (op, difficulty);
875 } 837 }
880 842
881 num_enchantments = calc_item_power (op, 1); 843 num_enchantments = calc_item_power (op, 1);
882 844
883 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) 845 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
884 || op->type == HORN 846 || op->type == HORN
885 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 847 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
886 * used for shop_floors or treasures */
887 generate_artifact (op, difficulty); 848 generate_artifact (op, difficulty);
888 } 849 }
889 850
890 /* Object was made an artifact. Calculate its item_power rating. 851 /* Object was made an artifact. Calculate its item_power rating.
891 * the item_power in the object is what the artfiact adds. 852 * the item_power in the object is what the artfiact adds.
933 { 894 {
934 if (op->type == POTION) 895 if (op->type == POTION)
935 /* Handle healing and magic power potions */ 896 /* Handle healing and magic power potions */
936 if (op->stats.sp && !op->randomitems) 897 if (op->stats.sp && !op->randomitems)
937 { 898 {
938 object *tmp;
939
940 tmp = get_archetype (spell_mapping[op->stats.sp]); 899 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
941 insert_ob_in_ob (tmp, op); 900 insert_ob_in_ob (tmp, op);
942 op->stats.sp = 0; 901 op->stats.sp = 0;
943 } 902 }
944 } 903 }
945 else if (!op->title) /* Only modify object if not special */ 904 else if (!op->title) /* Only modify object if not special */
1003 SET_FLAG (op, FLAG_CURSED); 962 SET_FLAG (op, FLAG_CURSED);
1004 break; 963 break;
1005 } 964 }
1006 965
1007 case AMULET: 966 case AMULET:
1008 if (op->arch == amulet_arch) 967 if (IS_ARCH (op->arch, amulet))
1009 op->value *= 5; /* Since it's not just decoration */ 968 op->value *= 5; /* Since it's not just decoration */
1010 969
1011 case RING: 970 case RING:
1012 if (op->arch == NULL)
1013 {
1014 op->destroy ();
1015 op = 0;
1016 break;
1017 }
1018
1019 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 971 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1020 break; 972 break;
1021 973
1022 if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) 974 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1023 SET_FLAG (op, FLAG_CURSED); 975 SET_FLAG (op, FLAG_CURSED);
1024 976
1174 */ 1126 */
1175 1127
1176/* 1128/*
1177 * Allocate and return the pointer to an empty artifactlist structure. 1129 * Allocate and return the pointer to an empty artifactlist structure.
1178 */ 1130 */
1179
1180static artifactlist * 1131static artifactlist *
1181get_empty_artifactlist (void) 1132get_empty_artifactlist (void)
1182{ 1133{
1183 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1134 return salloc0<artifactlist> ();
1184
1185 if (al == NULL)
1186 fatal (OUT_OF_MEMORY);
1187 al->next = NULL;
1188 al->items = NULL;
1189 al->total_chance = 0;
1190 return al;
1191} 1135}
1192 1136
1193/* 1137/*
1194 * Allocate and return the pointer to an empty artifact structure. 1138 * Allocate and return the pointer to an empty artifact structure.
1195 */ 1139 */
1196
1197static artifact * 1140static artifact *
1198get_empty_artifact (void) 1141get_empty_artifact (void)
1199{ 1142{
1200 artifact *a = (artifact *) malloc (sizeof (artifact)); 1143 return salloc0<artifact> ();
1201
1202 if (a == NULL)
1203 fatal (OUT_OF_MEMORY);
1204 a->item = NULL;
1205 a->next = NULL;
1206 a->chance = 0;
1207 a->difficulty = 0;
1208 a->allowed = NULL;
1209 return a;
1210} 1144}
1211 1145
1212/* 1146/*
1213 * Searches the artifact lists and returns one that has the same type 1147 * Searches the artifact lists and returns one that has the same type
1214 * of objects on it. 1148 * of objects on it.
1215 */ 1149 */
1216
1217artifactlist * 1150artifactlist *
1218find_artifactlist (int type) 1151find_artifactlist (int type)
1219{ 1152{
1220 artifactlist *al;
1221
1222 for (al = first_artifactlist; al != NULL; al = al->next) 1153 for (artifactlist *al = first_artifactlist; al; al = al->next)
1223 if (al->type == type) 1154 if (al->type == type)
1224 return al; 1155 return al;
1225 return NULL;
1226}
1227 1156
1228/*
1229 * For debugging purposes. Dumps all tables.
1230 */
1231
1232void
1233dump_artifacts (void)
1234{
1235 artifactlist *al;
1236 artifact *art;
1237 linked_char *next;
1238
1239 fprintf (logfile, "\n");
1240 for (al = first_artifactlist; al != NULL; al = al->next)
1241 {
1242 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1243 for (art = al->items; art != NULL; art = art->next)
1244 {
1245 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1246 if (art->allowed != NULL)
1247 {
1248 fprintf (logfile, "\tAllowed combinations:");
1249 for (next = art->allowed; next != NULL; next = next->next)
1250 fprintf (logfile, "%s,", &next->name);
1251 fprintf (logfile, "\n");
1252 }
1253 }
1254 }
1255 fprintf (logfile, "\n");
1256}
1257
1258/*
1259 * For debugging purposes. Dumps all treasures recursively (see below).
1260 */
1261void
1262dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1263{
1264 treasurelist *tl;
1265 int i;
1266
1267 if (depth > 100)
1268 return; 1157 return 0;
1269 while (t)
1270 {
1271 if (t->name)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, "{ (list: %s)\n", &t->name);
1276 tl = find_treasurelist (t->name);
1277 if (tl)
1278 dump_monster_treasure_rec (name, tl->items, depth + 2);
1279 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " ");
1281 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1282 }
1283 else
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 if (t->item && t->item->clone.type == FLESH)
1288 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1289 else
1290 fprintf (logfile, "%s\n", &t->item->clone.name);
1291 }
1292
1293 if (t->next_yes)
1294 {
1295 for (i = 0; i < depth; i++)
1296 fprintf (logfile, " ");
1297 fprintf (logfile, " (if yes)\n");
1298 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1299 }
1300
1301 if (t->next_no)
1302 {
1303 for (i = 0; i < depth; i++)
1304 fprintf (logfile, " ");
1305 fprintf (logfile, " (if no)\n");
1306 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1307 }
1308
1309 t = t->next;
1310 }
1311}
1312
1313/*
1314 * For debugging purposes. Dumps all treasures for a given monster.
1315 * Created originally by Raphael Quinet for debugging the alchemy code.
1316 */
1317
1318void
1319dump_monster_treasure (const char *name)
1320{
1321 archetype *at;
1322 int found;
1323
1324 found = 0;
1325 fprintf (logfile, "\n");
1326 for (at = first_archetype; at != NULL; at = at->next)
1327 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1328 {
1329 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1330 if (at->clone.randomitems != NULL)
1331 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1332 else
1333 fprintf (logfile, "(nothing)\n");
1334 fprintf (logfile, "\n");
1335 found++;
1336 }
1337 if (found == 0)
1338 fprintf (logfile, "No objects have the name %s!\n\n", name);
1339} 1158}
1340 1159
1341/* 1160/*
1342 * Builds up the lists of artifacts from the file in the libdir. 1161 * Builds up the lists of artifacts from the file in the libdir.
1343 */ 1162 */
1344
1345void 1163void
1346init_artifacts (void) 1164init_artifacts (void)
1347{ 1165{
1348 static int has_been_inited = 0; 1166 static int has_been_inited = 0;
1349 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1167 char filename[MAX_BUF];
1350 artifact *art = NULL; 1168 artifact *art = NULL;
1351 linked_char *tmp;
1352 int value;
1353 artifactlist *al; 1169 artifactlist *al;
1354 1170
1355 if (has_been_inited) 1171 if (has_been_inited)
1356 return; 1172 return;
1357 else 1173 else
1358 has_been_inited = 1; 1174 has_been_inited = 1;
1359 1175
1360 sprintf (filename, "%s/artifacts", settings.datadir); 1176 sprintf (filename, "%s/artifacts", settings.datadir);
1361 object_thawer thawer (filename); 1177 object_thawer f (filename);
1362 1178
1363 if (!thawer) 1179 if (!f)
1364 return; 1180 return;
1365 1181
1366 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1182 for (;;)
1367 { 1183 {
1368 if (*buf == '#') 1184 switch (f.kw)
1369 continue;
1370 if ((cp = strchr (buf, '\n')) != NULL)
1371 *cp = '\0';
1372 cp = buf;
1373 while (*cp == ' ') /* Skip blanks */
1374 cp++;
1375 if (*cp == '\0')
1376 continue;
1377
1378 if (!strncmp (cp, "Allowed", 7))
1379 { 1185 {
1186 case KW_allowed:
1380 if (art == NULL) 1187 if (!art)
1188 art = get_empty_artifact ();
1189
1381 { 1190 {
1382 art = get_empty_artifact (); 1191 if (!strcmp (f.get_str (), "all"))
1383 nrofartifacts++; 1192 break;
1193
1194 char *next, *cp = f.get_str ();
1195
1196 do
1197 {
1198 if ((next = strchr (cp, ',')))
1199 *next++ = '\0';
1200
1201 linked_char *tmp = new linked_char;
1202
1203 tmp->name = cp;
1204 tmp->next = art->allowed;
1205 art->allowed = tmp;
1206 }
1207 while ((cp = next));
1384 } 1208 }
1385 cp = strchr (cp, ' ') + 1; 1209 break;
1386 if (!strcmp (cp, "all")) 1210
1211 case KW_chance:
1212 f.get (art->chance);
1213 break;
1214
1215 case KW_difficulty:
1216 f.get (art->difficulty);
1217 break;
1218
1219 case KW_object:
1220 {
1221 art->item = object::create ();
1222 f.get (art->item->name);
1223 f.next ();
1224
1225 if (!art->item->parse_kv (f))
1226 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1227
1228 al = find_artifactlist (art->item->type);
1229
1230 if (!al)
1231 {
1232 al = get_empty_artifactlist ();
1233 al->type = art->item->type;
1234 al->next = first_artifactlist;
1235 first_artifactlist = al;
1236 }
1237
1238 art->next = al->items;
1239 al->items = art;
1240 art = 0;
1241 }
1387 continue; 1242 continue;
1388 1243
1389 do 1244 case KW_EOF:
1245 goto done;
1246
1247 default:
1248 if (!f.parse_error ("artifacts file"))
1249 cleanup ("artifacts file required");
1390 { 1250 break;
1391 nrofallowedstr++;
1392 if ((next = strchr (cp, ',')) != NULL)
1393 *(next++) = '\0';
1394 tmp = new linked_char;
1395
1396 tmp->name = cp;
1397 tmp->next = art->allowed;
1398 art->allowed = tmp;
1399 }
1400 while ((cp = next) != NULL);
1401 }
1402 else if (sscanf (cp, "chance %d", &value))
1403 art->chance = (uint16) value;
1404 else if (sscanf (cp, "difficulty %d", &value))
1405 art->difficulty = (uint8) value;
1406 else if (!strncmp (cp, "Object", 6))
1407 { 1251 }
1408 art->item = object::create ();
1409 1252
1410 if (!load_object (thawer, art->item, 0)) 1253 f.next ();
1411 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1412
1413 art->item->name = strchr (cp, ' ') + 1;
1414 al = find_artifactlist (art->item->type);
1415 if (al == NULL)
1416 {
1417 al = get_empty_artifactlist ();
1418 al->type = art->item->type;
1419 al->next = first_artifactlist;
1420 first_artifactlist = al;
1421 }
1422 art->next = al->items;
1423 al->items = art;
1424 art = NULL;
1425 }
1426 else
1427 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1428 } 1254 }
1429 1255
1256done:
1430 for (al = first_artifactlist; al != NULL; al = al->next) 1257 for (al = first_artifactlist; al; al = al->next)
1431 { 1258 {
1259 al->total_chance = 0;
1260
1432 for (art = al->items; art != NULL; art = art->next) 1261 for (art = al->items; art; art = art->next)
1433 { 1262 {
1434 if (!art->chance) 1263 if (!art->chance)
1435 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1264 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1436 else 1265 else
1437 al->total_chance += art->chance; 1266 al->total_chance += art->chance;
1442 } 1271 }
1443 1272
1444 LOG (llevDebug, "done.\n"); 1273 LOG (llevDebug, "done.\n");
1445} 1274}
1446 1275
1447
1448/* 1276/*
1449 * Used in artifact generation. The bonuses of the first object 1277 * Used in artifact generation. The bonuses of the first object
1450 * is modified by the bonuses of the second object. 1278 * is modified by the bonuses of the second object.
1451 */ 1279 */
1452
1453void 1280void
1454add_abilities (object *op, object *change) 1281add_abilities (object *op, object *change)
1455{ 1282{
1456 int i, tmp; 1283 int i, tmp;
1457 1284
1458 if (change->face != blank_face) 1285 if (change->face != blank_face)
1459 { 1286 {
1460#ifdef TREASURE_VERBOSE 1287#ifdef TREASURE_VERBOSE
1461 LOG (llevDebug, "FACE: %d\n", change->face->number); 1288 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1462#endif 1289#endif
1463 op->face = change->face; 1290 op->face = change->face;
1464 } 1291 }
1465 1292
1466 for (i = 0; i < NUM_STATS; i++) 1293 for (i = 0; i < NUM_STATS; i++)
1467 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1294 change_attr_value (&(op->stats), i, change->stats.stat (i));
1468 1295
1469 op->attacktype |= change->attacktype; 1296 op->attacktype |= change->attacktype;
1470 op->path_attuned |= change->path_attuned; 1297 op->path_attuned |= change->path_attuned;
1471 op->path_repelled |= change->path_repelled; 1298 op->path_repelled |= change->path_repelled;
1472 op->path_denied |= change->path_denied; 1299 op->path_denied |= change->path_denied;
1520 * to cast. So convert that to into a spell and put it into 1347 * to cast. So convert that to into a spell and put it into
1521 * this object. 1348 * this object.
1522 */ 1349 */
1523 if (op->type == HORN || op->type == POTION) 1350 if (op->type == HORN || op->type == POTION)
1524 { 1351 {
1525 object *tmp_obj;
1526
1527 /* Remove any spells this object currently has in it */ 1352 /* Remove any spells this object currently has in it */
1528 while (op->inv)
1529 op->inv->destroy (); 1353 op->destroy_inv (false);
1530 1354
1531 tmp_obj = arch_to_object (change->other_arch); 1355 object *tmp = arch_to_object (change->other_arch);
1532 insert_ob_in_ob (tmp_obj, op); 1356 insert_ob_in_ob (tmp, op);
1533 } 1357 }
1534 /* No harm setting this for potions/horns */ 1358 /* No harm setting this for potions/horns */
1535 op->other_arch = change->other_arch; 1359 op->other_arch = change->other_arch;
1536 } 1360 }
1537 1361
1619 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1443 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1620 } 1444 }
1621 1445
1622 op->value *= change->value; 1446 op->value *= change->value;
1623 1447
1624 if (change->material) 1448 if (change->materials)
1625 op->material = change->material; 1449 op->materials = change->materials;
1626 1450
1627 if (change->materialname) 1451 if (change->materialname)
1628 op->materialname = change->materialname; 1452 op->materialname = change->materialname;
1629 1453
1630 if (change->slaying) 1454 if (change->slaying)
1636 if (change->msg) 1460 if (change->msg)
1637 op->msg = change->msg; 1461 op->msg = change->msg;
1638} 1462}
1639 1463
1640static int 1464static int
1641legal_artifact_combination (object *op, artifact * art) 1465legal_artifact_combination (object *op, artifact *art)
1642{ 1466{
1643 int neg, success = 0; 1467 int neg, success = 0;
1644 linked_char *tmp; 1468 linked_char *tmp;
1645 const char *name; 1469 const char *name;
1646 1470
1647 if (art->allowed == (linked_char *) NULL) 1471 if (!art->allowed)
1648 return 1; /* Ie, "all" */ 1472 return 1; /* Ie, "all" */
1473
1649 for (tmp = art->allowed; tmp; tmp = tmp->next) 1474 for (tmp = art->allowed; tmp; tmp = tmp->next)
1650 { 1475 {
1651#ifdef TREASURE_VERBOSE 1476#ifdef TREASURE_VERBOSE
1652 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1477 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1653#endif 1478#endif
1654 if (*tmp->name == '!') 1479 if (*tmp->name == '!')
1655 name = tmp->name + 1, neg = 1; 1480 name = tmp->name + 1, neg = 1;
1656 else 1481 else
1657 name = tmp->name, neg = 0; 1482 name = tmp->name, neg = 0;
1658 1483
1659 /* If we match name, then return the opposite of 'neg' */ 1484 /* If we match name, then return the opposite of 'neg' */
1660 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1485 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1661 return !neg; 1486 return !neg;
1662 1487
1663 /* Set success as true, since if the match was an inverse, it means 1488 /* Set success as true, since if the match was an inverse, it means
1664 * everything is allowed except what we match 1489 * everything is allowed except what we match
1665 */ 1490 */
1666 else if (neg) 1491 else if (neg)
1667 success = 1; 1492 success = 1;
1668 } 1493 }
1494
1669 return success; 1495 return success;
1670} 1496}
1671 1497
1672/* 1498/*
1673 * Fixes the given object, giving it the abilities and titles 1499 * Fixes the given object, giving it the abilities and titles
1752 continue; 1578 continue;
1753 1579
1754 if (!legal_artifact_combination (op, art)) 1580 if (!legal_artifact_combination (op, art))
1755 { 1581 {
1756#ifdef TREASURE_VERBOSE 1582#ifdef TREASURE_VERBOSE
1757 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1583 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1758#endif 1584#endif
1759 continue; 1585 continue;
1760 } 1586 }
1587
1761 give_artifact_abilities (op, art->item); 1588 give_artifact_abilities (op, art->item);
1762 return; 1589 return;
1763 } 1590 }
1764} 1591}
1765 1592
1809 SET_FLAG (item, FLAG_NO_STEAL); 1636 SET_FLAG (item, FLAG_NO_STEAL);
1810 } 1637 }
1811} 1638}
1812 1639
1813/* special_potion() - so that old potion code is still done right. */ 1640/* special_potion() - so that old potion code is still done right. */
1814
1815int 1641int
1816special_potion (object *op) 1642special_potion (object *op)
1817{ 1643{
1818 if (op->attacktype) 1644 if (op->attacktype)
1819 return 1; 1645 return 1;
1829} 1655}
1830 1656
1831void 1657void
1832free_treasurestruct (treasure *t) 1658free_treasurestruct (treasure *t)
1833{ 1659{
1834 if (t->next)
1835 free_treasurestruct (t->next); 1660 if (t->next) free_treasurestruct (t->next);
1836 if (t->next_yes)
1837 free_treasurestruct (t->next_yes); 1661 if (t->next_yes) free_treasurestruct (t->next_yes);
1838 if (t->next_no)
1839 free_treasurestruct (t->next_no); 1662 if (t->next_no) free_treasurestruct (t->next_no);
1840 1663
1841 delete t; 1664 delete t;
1842} 1665}
1843 1666
1844void 1667void
1849 1672
1850 delete lc; 1673 delete lc;
1851} 1674}
1852 1675
1853void 1676void
1854free_artifact (artifact * at) 1677free_artifact (artifact *at)
1855{ 1678{
1856 if (at->next)
1857 free_artifact (at->next); 1679 if (at->next) free_artifact (at->next);
1858
1859 if (at->allowed)
1860 free_charlinks (at->allowed); 1680 if (at->allowed) free_charlinks (at->allowed);
1861 1681
1862 at->item->destroy (1); 1682 at->item->destroy ();
1863 1683
1864 delete at; 1684 sfree (at);
1865} 1685}
1866 1686
1867void 1687void
1868free_artifactlist (artifactlist * al) 1688free_artifactlist (artifactlist *al)
1869{ 1689{
1870 artifactlist *nextal; 1690 artifactlist *nextal;
1871 1691
1872 for (al = first_artifactlist; al; al = nextal) 1692 for (al = first_artifactlist; al; al = nextal)
1873 { 1693 {
1874 nextal = al->next; 1694 nextal = al->next;
1875 1695
1876 if (al->items) 1696 if (al->items)
1877 free_artifact (al->items); 1697 free_artifact (al->items);
1878 1698
1879 free (al); 1699 sfree (al);
1880 } 1700 }
1881} 1701}
1882 1702
1883void 1703void
1884free_all_treasures (void) 1704free_all_treasures (void)
1885{ 1705{
1886 treasurelist *tl, *next; 1706 treasurelist *tl, *next;
1887 1707
1888
1889 for (tl = first_treasurelist; tl != NULL; tl = next) 1708 for (tl = first_treasurelist; tl; tl = next)
1890 { 1709 {
1710 clear (tl);
1711
1891 next = tl->next; 1712 next = tl->next;
1892 if (tl->items)
1893 free_treasurestruct (tl->items);
1894 delete tl; 1713 delete tl;
1895 } 1714 }
1715
1896 free_artifactlist (first_artifactlist); 1716 free_artifactlist (first_artifactlist);
1897} 1717}

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