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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.30 by elmex, Wed Jan 3 02:30:51 2007 UTC vs.
Revision 1.53 by root, Sat Apr 21 16:56:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23
24#define ALLOWED_COMBINATION
25 24
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
29 * left on 28 * left on
30 */ 29 */
31#define TREASURE_DEBUG 30#define TREASURE_DEBUG
32 31
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 33
35/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
36 35
37#include <global.h> 36#include <global.h>
38#include <treasure.h> 37#include <treasure.h>
39#include <funcpoint.h> 38#include <funcpoint.h>
40#include <loader.h> 39#include <loader.h>
41 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
42 44
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 46
46/* 47typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 48 const char *,
48 */ 49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
49 55
56static tl_map_t tl_map;
57
58/*
59 * Searches for the given treasurelist
60 */
61treasurelist *
62treasurelist::find (const char *name)
63{
64 if (!name)
65 return 0;
66
67 auto (i, tl_map.find (name));
68
69 if (i == tl_map.end ())
70 return 0;
71
72 return i->second;
73}
74
75/*
76 * Searches for the given treasurelist in the globally linked list
77 * of treasurelists which has been built by load_treasures().
78 */
79treasurelist *
80treasurelist::get (const char *name)
81{
82 treasurelist *tl = find (name);
83
84 if (!tl)
85 {
86 tl = new treasurelist;
87
88 tl->name = name;
89 tl->next = first_treasurelist;
90 first_treasurelist = tl;
91
92 tl_map.insert (std::make_pair (tl->name, tl));
93 }
94
95 return tl;
96}
97
98//TODO: class method
50void 99void
51init_archetype_pointers () 100clear (treasurelist *tl)
52{ 101{
53 int prev_warn = warn_archetypes; 102 if (tl->items)
103 {
104 free_treasurestruct (tl->items);
105 tl->items = 0;
106 }
54 107
55 warn_archetypes = 1;
56 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown");
64 warn_archetypes = prev_warn;
65}
66
67/*
68 * Allocate and return the pointer to an empty treasurelist structure.
69 */
70
71static treasurelist *
72get_empty_treasurelist (void)
73{
74 return new treasurelist;
75}
76
77/*
78 * Allocate and return the pointer to an empty treasure structure.
79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85
86 t->chance = 100; 108 tl->total_chance = 0;
87
88 return t;
89} 109}
110
111#ifdef TREASURE_DEBUG
112/* recursived checks the linked list. Treasurelist is passed only
113 * so that the treasure name can be printed out
114 */
115static void
116check_treasurelist (const treasure *t, const treasurelist * tl)
117{
118 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
119 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
120
121 if (t->next)
122 check_treasurelist (t->next, tl);
123
124 if (t->next_yes)
125 check_treasurelist (t->next_yes, tl);
126
127 if (t->next_no)
128 check_treasurelist (t->next_no, tl);
129}
130#endif
90 131
91/* 132/*
92 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
94 */ 135 */
95
96static treasure * 136static treasure *
97load_treasure (FILE * fp, int *line) 137read_treasure (object_thawer &f)
98{ 138{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
101 int value;
102 140
103 nroftreasures++; 141 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 142
108 if (*buf == '#') 143 for (;;)
109 continue; 144 {
110 if ((cp = strchr (buf, '\n')) != NULL) 145 coroapi::cede_to_tick_every (10);
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 146
116 if (sscanf (cp, "arch %s", variable)) 147 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 148 {
121 else if (sscanf (cp, "list %s", variable)) 149 case KW_arch:
122 t->name = variable; 150 t->item = archetype::get (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 151 break;
124 t->change_arch.name = variable; 152
125 else if (sscanf (cp, "change_title %s", variable)) 153 case KW_list: f.get (t->name); break;
126 t->change_arch.title = variable; 154 case KW_change_name: f.get (t->change_arch.name); break;
127 else if (sscanf (cp, "change_slaying %s", variable)) 155 case KW_change_title: f.get (t->change_arch.title); break;
128 t->change_arch.slaying = variable; 156 case KW_change_slaying: f.get (t->change_arch.slaying); break;
129 else if (sscanf (cp, "chance %d", &value)) 157 case KW_chance: f.get (t->chance); break;
130 t->chance = (uint8) value; 158 case KW_nrof: f.get (t->nrof); break;
131 else if (sscanf (cp, "nrof %d", &value)) 159 case KW_magic: f.get (t->magic); break;
132 t->nrof = (uint16) value; 160
133 else if (sscanf (cp, "magic %d", &value)) 161 case KW_yes: t->next_yes = read_treasure (f); continue;
134 t->magic = (uint8) value; 162 case KW_no: t->next_no = read_treasure (f); continue;
135 else if (!strcmp (cp, "yes")) 163
136 t->next_yes = load_treasure (fp, line); 164 case KW_end:
137 else if (!strcmp (cp, "no")) 165 f.next ();
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 {
143 t->next = load_treasure (fp, line);
144 return t; 166 return t;
145 }
146 else
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
148 }
149 LOG (llevError, "treasure lacks 'end'.\n");
150 return t;
151}
152 167
153#ifdef TREASURE_DEBUG 168 case KW_more:
169 t->next = read_treasure (f);
170 return t;
154 171
155/* recursived checks the linked list. Treasurelist is passed only 172 default:
156 * so that the treasure name can be printed out 173 if (!f.parse_error ("treasurelist", t->name))
157 */ 174 return 0;
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
162 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
163 /* find_treasurelist will print out its own error message */
164 if (t->name && *t->name)
165 find_treasurelist (t->name);
166 if (t->next)
167 check_treasurelist (t->next, tl);
168 if (t->next_yes)
169 check_treasurelist (t->next_yes, tl);
170 if (t->next_no)
171 check_treasurelist (t->next_no, tl);
172}
173#endif
174 175
176 return t;
177 }
178
179 f.next ();
180 }
181}
182
175/* 183/*
176 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
177 * Each treasure is parsed with the help of load_treasure(). 184 * Each treasure is parsed with the help of load_treasure().
178 */ 185 */
179 186treasurelist *
180void 187treasurelist::read (object_thawer &f)
181load_treasures (void)
182{ 188{
183 FILE *fp; 189 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
184 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
185 treasurelist *previous = NULL;
186 treasure *t;
187 int comp, line = 0;
188 190
189 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 191 bool one = f.kw == KW_treasureone;
190 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 192 treasurelist *tl = treasurelist::get (f.get_str ());
191 { 193 clear (tl);
192 LOG (llevError, "Can't open treasure file.\n"); 194 tl->items = read_treasure (f);
195 if (!tl->items)
193 return; 196 return 0;
194 }
195 while (fgets (buf, MAX_BUF, fp) != NULL)
196 {
197 line++;
198 if (*buf == '#')
199 continue;
200 197
201 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
202 {
203 treasurelist *tl = get_empty_treasurelist ();
204
205 tl->name = name;
206 if (previous == NULL)
207 first_treasurelist = tl;
208 else
209 previous->next = tl;
210 previous = tl;
211 tl->items = load_treasure (fp, &line);
212
213 /* This is a one of the many items on the list should be generated. 198 /* This is a one of the many items on the list should be generated.
214 * Add up the chance total, and check to make sure the yes & no 199 * Add up the chance total, and check to make sure the yes & no
215 * fields of the treasures are not being used. 200 * fields of the treasures are not being used.
216 */ 201 */
217 if (!strncmp (buf, "treasureone", 11)) 202 tl->total_chance = 0;
203
204 if (one)
205 {
206 for (treasure *t = tl->items; t; t = t->next)
207 {
208 if (t->next_yes || t->next_no)
218 { 209 {
219 for (t = tl->items; t != NULL; t = t->next)
220 {
221#ifdef TREASURE_DEBUG
222 if (t->next_yes || t->next_no)
223 {
224 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 210 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
225 LOG (llevError, " the next_yes or next_no field is set\n"); 211 LOG (llevError, " the next_yes or next_no field is set\n");
226 }
227#endif
228 tl->total_chance += t->chance;
229 }
230 } 212 }
231 }
232 else
233 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
234 }
235 close_and_delete (fp, comp);
236 213
237#ifdef TREASURE_DEBUG 214 tl->total_chance += t->chance;
238 /* Perform some checks on how valid the treasure data actually is. 215 }
239 * verify that list transitions work (ie, the list that it is supposed 216 }
240 * to transition to exists). Also, verify that at least the name
241 * or archetype is set for each treasure element.
242 */
243 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
244 check_treasurelist (previous->items, previous);
245#endif
246}
247 217
248/*
249 * Searches for the given treasurelist in the globally linked list
250 * of treasurelists which has been built by load_treasures().
251 */
252
253treasurelist *
254find_treasurelist (const char *name)
255{
256 shstr_cmp name_ (name);
257
258 if (!name_)
259 return 0;
260
261 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
262 if (name_ == tl->name)
263 return tl;
264
265 if (first_treasurelist)
266 LOG (llevError, "Couldn't find treasurelist %s\n", name);
267
268 return 0; 218 return tl;
269} 219}
270
271 220
272/* 221/*
273 * Generates the objects specified by the given treasure. 222 * Generates the objects specified by the given treasure.
274 * It goes recursively through the rest of the linked list. 223 * It goes recursively through the rest of the linked list.
275 * If there is a certain percental chance for a treasure to be generated, 224 * If there is a certain percental chance for a treasure to be generated,
281 * start with equipment, but only their abilities). 230 * start with equipment, but only their abilities).
282 */ 231 */
283static void 232static void
284put_treasure (object *op, object *creator, int flags) 233put_treasure (object *op, object *creator, int flags)
285{ 234{
286 object *tmp;
287
288 /* Bit of a hack - spells should never be put onto the map. The entire 235 /* Bit of a hack - spells should never be put onto the map. The entire
289 * treasure stuff is a problem - there is no clear idea of knowing 236 * treasure stuff is a problem - there is no clear idea of knowing
290 * this is the original object, or if this is an object that should be created 237 * this is the original object, or if this is an object that should be created
291 * by another object. 238 * by another object.
292 */ 239 */
293 if (flags & GT_ENVIRONMENT && op->type != SPELL) 240 if (flags & GT_ENVIRONMENT && op->type != SPELL)
294 { 241 {
242 op->deactivate_recursive ();
243 op->expand_tail ();
244
245 if (ob_blocked (op, creator->map, creator->x, creator->y))
246 op->destroy ();
247 else
248 {
295 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 249 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
296 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); 250 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
251 }
297 } 252 }
298 else 253 else
299 { 254 {
300 op = creator->insert (op); 255 op = creator->insert (op);
301 256
302 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 257 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
303 monster_check_apply (creator, op); 258 monster_check_apply (creator, op);
304 259
305 if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) 260 if (flags & GT_UPDATE_INV)
261 if (object *tmp = creator->in_player ())
306 esrv_send_item (tmp, op); 262 esrv_send_item (tmp, op);
307 } 263 }
308} 264}
309 265
310/* if there are change_xxx commands in the treasure, we include the changes 266/* if there are change_xxx commands in the treasure, we include the changes
311 * in the generated object 267 * in the generated object
325 281
326 if (t->change_arch.slaying) 282 if (t->change_arch.slaying)
327 op->slaying = t->change_arch.slaying; 283 op->slaying = t->change_arch.slaying;
328} 284}
329 285
330void 286static void
331create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 287create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
332{ 288{
333 object *tmp;
334
335 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 289 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
336 { 290 {
337 if (t->name) 291 if (t->name)
338 { 292 {
339 if (difficulty >= t->magic) 293 if (difficulty >= t->magic)
340 {
341 treasurelist *tl = find_treasurelist (t->name); 294 if (treasurelist *tl = treasurelist::find (t->name))
342 if (tl)
343 create_treasure (tl, op, flag, difficulty, tries); 295 create_treasure (tl, op, flag, difficulty, tries);
344 } 296 else
297 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 298 }
346 else 299 else
347 { 300 {
348 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 301 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 302 {
350 tmp = arch_to_object (t->item); 303 object *tmp = arch_to_object (t->item);
304
351 if (t->nrof && tmp->nrof <= 1) 305 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 306 tmp->nrof = rndm (t->nrof) + 1;
307
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 308 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 309 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 310 put_treasure (tmp, op, flag);
356 } 311 }
357 } 312 }
358 313
359 if (t->next_yes != NULL) 314 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 315 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 316 }
362 else if (t->next_no != NULL) 317 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 318 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 319
365 if (t->next != NULL) 320 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 321 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 322}
368 323
369void 324static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 325create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 326{
372 int value = RANDOM () % tl->total_chance; 327 int value = rndm (tl->total_chance);
373 treasure *t; 328 treasure *t;
374 329
375 if (tries++ > 100) 330 if (tries++ > 100)
376 { 331 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 332 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 333 return;
379 } 334 }
380 335
381 for (t = tl->items; t != NULL; t = t->next) 336 for (t = tl->items; t; t = t->next)
382 { 337 {
383 value -= t->chance; 338 value -= t->chance;
384 339
385 if (value < 0) 340 if (value < 0)
386 break; 341 break;
387 } 342 }
388 343
389 if (!t || value >= 0) 344 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 345 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 346
396 if (t->name) 347 if (t->name)
397 { 348 {
398 if (difficulty >= t->magic) 349 if (difficulty >= t->magic)
399 { 350 {
400 treasurelist *tl = find_treasurelist (t->name); 351 treasurelist *tl = treasurelist::find (t->name);
401 if (tl) 352 if (tl)
402 create_treasure (tl, op, flag, difficulty, tries); 353 create_treasure (tl, op, flag, difficulty, tries);
403 } 354 }
404 else if (t->nrof) 355 else if (t->nrof)
405 create_one_treasure (tl, op, flag, difficulty, tries); 356 create_one_treasure (tl, op, flag, difficulty, tries);
406
407 return;
408 } 357 }
409
410 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 358 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
411 { 359 {
412 object *tmp = arch_to_object (t->item); 360 if (object *tmp = arch_to_object (t->item))
413 361 {
414 if (!tmp)
415 return;
416
417 if (t->nrof && tmp->nrof <= 1) 362 if (t->nrof && tmp->nrof <= 1)
418 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 363 tmp->nrof = rndm (t->nrof) + 1;
419 364
420 fix_generated_item (tmp, op, difficulty, t->magic, flag); 365 fix_generated_item (tmp, op, difficulty, t->magic, flag);
421 change_treasure (t, tmp); 366 change_treasure (t, tmp);
422 put_treasure (tmp, op, flag); 367 put_treasure (tmp, op, flag);
368 }
423 } 369 }
424} 370}
425 371
426/* This calls the appropriate treasure creation function. tries is passed 372/* This calls the appropriate treasure creation function. tries is passed
427 * to determine how many list transitions or attempts to create treasure 373 * to determine how many list transitions or attempts to create treasure
431 * to do that. 377 * to do that.
432 */ 378 */
433void 379void
434create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 380create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
435{ 381{
382 // empty treasurelists are legal
383 if (!tl->items)
384 return;
436 385
437 if (tries++ > 100) 386 if (tries++ > 100)
438 { 387 {
439 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 388 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
440 return; 389 return;
441 } 390 }
391
442 if (tl->total_chance) 392 if (tl->total_chance)
443 create_one_treasure (tl, op, flag, difficulty, tries); 393 create_one_treasure (tl, op, flag, difficulty, tries);
444 else 394 else
445 create_all_treasures (tl->items, op, flag, difficulty, tries); 395 create_all_treasures (tl->items, op, flag, difficulty, tries);
446} 396}
453object * 403object *
454generate_treasure (treasurelist *tl, int difficulty) 404generate_treasure (treasurelist *tl, int difficulty)
455{ 405{
456 difficulty = clamp (difficulty, 1, settings.max_level); 406 difficulty = clamp (difficulty, 1, settings.max_level);
457 407
458 object *ob = object::create (), *tmp; 408 object *ob = object::create ();
459 409
460 create_treasure (tl, ob, 0, difficulty, 0); 410 create_treasure (tl, ob, 0, difficulty, 0);
461 411
462 /* Don't want to free the object we are about to return */ 412 /* Don't want to free the object we are about to return */
463 tmp = ob->inv; 413 object *tmp = ob->inv;
464 if (tmp != NULL) 414 if (tmp)
465 tmp->remove (); 415 tmp->remove ();
466 416
467 if (ob->inv) 417 if (ob->inv)
468 LOG (llevError, "In generate treasure, created multiple objects.\n"); 418 LOG (llevError, "In generate treasure, created multiple objects.\n");
469 419
477 * The array has two arguments, the difficulty of the level, and the 427 * The array has two arguments, the difficulty of the level, and the
478 * magical bonus "wanted". 428 * magical bonus "wanted".
479 */ 429 */
480 430
481static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 431static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
482
483/*chance of magic difficulty*/ 432// chance of magic difficulty
484
485/* +0 +1 +2 +3 +4 */ 433// +0 +1 +2 +3 +4
486 {95, 2, 2, 1, 0}, /*1 */ 434 {95, 2, 2, 1, 0}, // 1
487 {92, 5, 2, 1, 0}, /*2 */ 435 {92, 5, 2, 1, 0}, // 2
488 {85, 10, 4, 1, 0}, /*3 */ 436 {85, 10, 4, 1, 0}, // 3
489 {80, 14, 4, 2, 0}, /*4 */ 437 {80, 14, 4, 2, 0}, // 4
490 {75, 17, 5, 2, 1}, /*5 */ 438 {75, 17, 5, 2, 1}, // 5
491 {70, 18, 8, 3, 1}, /*6 */ 439 {70, 18, 8, 3, 1}, // 6
492 {65, 21, 10, 3, 1}, /*7 */ 440 {65, 21, 10, 3, 1}, // 7
493 {60, 22, 12, 4, 2}, /*8 */ 441 {60, 22, 12, 4, 2}, // 8
494 {55, 25, 14, 4, 2}, /*9 */ 442 {55, 25, 14, 4, 2}, // 9
495 {50, 27, 16, 5, 2}, /*10 */ 443 {50, 27, 16, 5, 2}, // 10
496 {45, 28, 18, 6, 3}, /*11 */ 444 {45, 28, 18, 6, 3}, // 11
497 {42, 28, 20, 7, 3}, /*12 */ 445 {42, 28, 20, 7, 3}, // 12
498 {40, 27, 21, 8, 4}, /*13 */ 446 {40, 27, 21, 8, 4}, // 13
499 {38, 25, 22, 10, 5}, /*14 */ 447 {38, 25, 22, 10, 5}, // 14
500 {36, 23, 23, 12, 6}, /*15 */ 448 {36, 23, 23, 12, 6}, // 15
501 {33, 21, 24, 14, 8}, /*16 */ 449 {33, 21, 24, 14, 8}, // 16
502 {31, 19, 25, 16, 9}, /*17 */ 450 {31, 19, 25, 16, 9}, // 17
503 {27, 15, 30, 18, 10}, /*18 */ 451 {27, 15, 30, 18, 10}, // 18
504 {20, 12, 30, 25, 13}, /*19 */ 452 {20, 12, 30, 25, 13}, // 19
505 {15, 10, 28, 30, 17}, /*20 */ 453 {15, 10, 28, 30, 17}, // 20
506 {13, 9, 27, 28, 23}, /*21 */ 454 {13, 9, 27, 28, 23}, // 21
507 {10, 8, 25, 28, 29}, /*22 */ 455 {10, 8, 25, 28, 29}, // 22
508 {8, 7, 23, 26, 36}, /*23 */ 456 { 8, 7, 23, 26, 36}, // 23
509 {6, 6, 20, 22, 46}, /*24 */ 457 { 6, 6, 20, 22, 46}, // 24
510 {4, 5, 17, 18, 56}, /*25 */ 458 { 4, 5, 17, 18, 56}, // 25
511 {2, 4, 12, 14, 68}, /*26 */ 459 { 2, 4, 12, 14, 68}, // 26
512 {0, 3, 7, 10, 80}, /*27 */ 460 { 0, 3, 7, 10, 80}, // 27
513 {0, 0, 3, 7, 90}, /*28 */ 461 { 0, 0, 3, 7, 90}, // 28
514 {0, 0, 0, 3, 97}, /*29 */ 462 { 0, 0, 0, 3, 97}, // 29
515 {0, 0, 0, 0, 100}, /*30 */ 463 { 0, 0, 0, 0, 100}, // 30
516 {0, 0, 0, 0, 100}, /*31 */ 464 { 0, 0, 0, 0, 100}, // 31
517}; 465};
518
519 466
520/* calculate the appropriate level for wands staves and scrolls. 467/* calculate the appropriate level for wands staves and scrolls.
521 * This code presumes that op has had its spell object created (in op->inv) 468 * This code presumes that op has had its spell object created (in op->inv)
522 * 469 *
523 * elmex Wed Aug 9 17:44:59 CEST 2006: 470 * elmex Wed Aug 9 17:44:59 CEST 2006:
524 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 471 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
525 */ 472 */
526
527int 473int
528level_for_item (const object *op, int difficulty) 474level_for_item (const object *op, int difficulty)
529{ 475{
530 int olevel = 0; 476 int olevel = 0;
531 477
554 * elmex Thu Aug 10 18:45:44 CEST 2006: 500 * elmex Thu Aug 10 18:45:44 CEST 2006:
555 * Scaling difficulty by max_level, as difficulty is a level and not some 501 * Scaling difficulty by max_level, as difficulty is a level and not some
556 * weird integer between 1-31. 502 * weird integer between 1-31.
557 * 503 *
558 */ 504 */
559
560int 505int
561magic_from_difficulty (int difficulty) 506magic_from_difficulty (int difficulty)
562{ 507{
563 int percent = 0, magic = 0; 508 int percent = 0, magic = 0;
564 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 509 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
569 scaled_diff = 0; 514 scaled_diff = 0;
570 515
571 if (scaled_diff >= DIFFLEVELS) 516 if (scaled_diff >= DIFFLEVELS)
572 scaled_diff = DIFFLEVELS - 1; 517 scaled_diff = DIFFLEVELS - 1;
573 518
574 percent = RANDOM () % 100; 519 percent = rndm (100);
575 520
576 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 521 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
577 { 522 {
578 percent -= difftomagic_list[scaled_diff][magic]; 523 percent -= difftomagic_list[scaled_diff][magic];
579 524
585 { 530 {
586 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 531 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
587 magic = 0; 532 magic = 0;
588 } 533 }
589 534
590 magic = (RANDOM () % 3) ? magic : -magic; 535 magic = (rndm (3)) ? magic : -magic;
591 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 536 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
592 537
593 return magic; 538 return magic;
594} 539}
595 540
610 if (op->arch) 555 if (op->arch)
611 { 556 {
612 if (op->type == ARMOUR) 557 if (op->type == ARMOUR)
613 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 558 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
614 559
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 560 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 561 magic = (-magic);
617 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 562 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
618 } 563 }
619 else 564 else
620 { 565 {
621 if (op->type == ARMOUR) 566 if (op->type == ARMOUR)
622 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 567 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
623 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 568 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
624 magic = (-magic); 569 magic = (-magic);
625 op->weight = (op->weight * (100 - magic * 10)) / 100; 570 op->weight = (op->weight * (100 - magic * 10)) / 100;
626 } 571 }
627} 572}
628 573
652 * 1) Since rings can have multiple bonuses, if the same bonus 597 * 1) Since rings can have multiple bonuses, if the same bonus
653 * is rolled again, increase it - the bonuses now stack with 598 * is rolled again, increase it - the bonuses now stack with
654 * other bonuses previously rolled and ones the item might natively have. 599 * other bonuses previously rolled and ones the item might natively have.
655 * 2) Add code to deal with new PR method. 600 * 2) Add code to deal with new PR method.
656 */ 601 */
657
658void 602void
659set_ring_bonus (object *op, int bonus) 603set_ring_bonus (object *op, int bonus)
660{ 604{
661 605
662 int r = RANDOM () % (bonus > 0 ? 25 : 11); 606 int r = rndm (bonus > 0 ? 25 : 11);
663 607
664 if (op->type == AMULET) 608 if (op->type == AMULET)
665 { 609 {
666 if (!(RANDOM () % 21)) 610 if (!(rndm (21)))
667 r = 20 + RANDOM () % 2; 611 r = 20 + rndm (2);
668 else 612 else
669 { 613 {
670 if (RANDOM () & 2) 614 if (rndm (2))
671 r = 10; 615 r = 10;
672 else 616 else
673 r = 11 + RANDOM () % 9; 617 r = 11 + rndm (9);
674 } 618 }
675 } 619 }
676 620
677 switch (r) 621 switch (r)
678 { 622 {
715 case 16: 659 case 16:
716 case 17: 660 case 17:
717 case 18: 661 case 18:
718 case 19: 662 case 19:
719 { 663 {
720 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 664 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
721 665
722 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 666 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
723 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 667 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
724 668
725 /* Cursed items need to have higher negative values to equal out with 669 /* Cursed items need to have higher negative values to equal out with
726 * positive values for how protections work out. Put another 670 * positive values for how protections work out. Put another
727 * little random element in since that they don't always end up with 671 * little random element in since that they don't always end up with
728 * even values. 672 * even values.
729 */ 673 */
730 if (bonus < 0) 674 if (bonus < 0)
731 val = 2 * -val - RANDOM () % b; 675 val = 2 * -val - rndm (b);
732 if (val > 35) 676 if (val > 35)
733 val = 35; /* Upper limit */ 677 val = 35; /* Upper limit */
734 b = 0; 678 b = 0;
679
735 while (op->resist[resist_table[resist]] != 0 && b < 4) 680 while (op->resist[resist_table[resist]] != 0 && b < 4)
736 {
737 resist = RANDOM () % num_resist_table; 681 resist = rndm (num_resist_table);
738 } 682
739 if (b == 4) 683 if (b == 4)
740 return; /* Not able to find a free resistance */ 684 return; /* Not able to find a free resistance */
685
741 op->resist[resist_table[resist]] = val; 686 op->resist[resist_table[resist]] = val;
742 /* We should probably do something more clever here to adjust value 687 /* We should probably do something more clever here to adjust value
743 * based on how good a resistance we gave. 688 * based on how good a resistance we gave.
744 */ 689 */
745 break; 690 break;
773 case 22: 718 case 22:
774 op->stats.exp += bonus; /* Speed! */ 719 op->stats.exp += bonus; /* Speed! */
775 op->value = (op->value * 2) / 3; 720 op->value = (op->value * 2) / 3;
776 break; 721 break;
777 } 722 }
723
778 if (bonus > 0) 724 if (bonus > 0)
779 op->value *= 2 * bonus; 725 op->value *= 2 * bonus;
780 else 726 else
781 op->value = -(op->value * 2 * bonus) / 3; 727 op->value = -(op->value * 2 * bonus) / 3;
782} 728}
787 * higher is the chance of returning a low number. 733 * higher is the chance of returning a low number.
788 * It is only used in fix_generated_treasure() to set bonuses on 734 * It is only used in fix_generated_treasure() to set bonuses on
789 * rings and amulets. 735 * rings and amulets.
790 * Another scheme is used to calculate the magic of weapons and armours. 736 * Another scheme is used to calculate the magic of weapons and armours.
791 */ 737 */
792
793int 738int
794get_magic (int diff) 739get_magic (int diff)
795{ 740{
796 int i; 741 int i;
797 742
798 if (diff < 3) 743 if (diff < 3)
799 diff = 3; 744 diff = 3;
745
800 for (i = 0; i < 4; i++) 746 for (i = 0; i < 4; i++)
801 if (RANDOM () % diff) 747 if (rndm (diff))
802 return i; 748 return i;
749
803 return 4; 750 return 4;
804} 751}
805 752
806#define DICE2 (get_magic(2)==2?2:1) 753#define DICE2 (get_magic(2)==2?2:1)
807#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 754#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
808 755
809/* 756/*
810 * fix_generated_item(): This is called after an item is generated, in 757 * fix_generated_item(): This is called after an item is generated, in
811 * order to set it up right. This produced magical bonuses, puts spells 758 * order to set it up right. This produced magical bonuses, puts spells
812 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 759 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
826 * value. 773 * value.
827 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 774 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
828 * a working object - don't change magic, value, etc, but set it material 775 * a working object - don't change magic, value, etc, but set it material
829 * type as appropriate, for objects that need spell objects, set those, etc 776 * type as appropriate, for objects that need spell objects, set those, etc
830 */ 777 */
831
832void 778void
833fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 779fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
834{ 780{
835 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 781 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
836 782
841 save_item_power = op->item_power; 787 save_item_power = op->item_power;
842 op->item_power = 0; 788 op->item_power = 0;
843 789
844 if (op->randomitems && op->type != SPELL) 790 if (op->randomitems && op->type != SPELL)
845 { 791 {
846 create_treasure (op->randomitems, op, flags, difficulty, 0); 792 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
847 if (!op->inv)
848 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
849
850 /* So the treasure doesn't get created again */ 793 /* So the treasure doesn't get created again */
851 op->randomitems = NULL; 794 op->randomitems = 0;
852 } 795 }
853 796
854 if (difficulty < 1) 797 if (difficulty < 1)
855 difficulty = 1; 798 difficulty = 1;
856 799
873 if (!op->magic && max_magic) 816 if (!op->magic && max_magic)
874 set_magic (difficulty, op, max_magic, flags); 817 set_magic (difficulty, op, max_magic, flags);
875 818
876 num_enchantments = calc_item_power (op, 1); 819 num_enchantments = calc_item_power (op, 1);
877 820
878 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 821 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
822 || op->type == HORN
823 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
879 * used for shop_floors or treasures */ 824 * used for shop_floors or treasures */
880 generate_artifact (op, difficulty); 825 generate_artifact (op, difficulty);
881 } 826 }
882 827
883 /* Object was made an artifact. Calculate its item_power rating. 828 /* Object was made an artifact. Calculate its item_power rating.
941 case WEAPON: 886 case WEAPON:
942 case ARMOUR: 887 case ARMOUR:
943 case SHIELD: 888 case SHIELD:
944 case HELMET: 889 case HELMET:
945 case CLOAK: 890 case CLOAK:
946 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 891 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
947 set_ring_bonus (op, -DICE2); 892 set_ring_bonus (op, -DICE2);
948 break; 893 break;
949 894
950 case BRACERS: 895 case BRACERS:
951 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 896 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
952 { 897 {
953 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 898 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
954 if (!QUERY_FLAG (op, FLAG_CURSED)) 899 if (!QUERY_FLAG (op, FLAG_CURSED))
955 op->value *= 3; 900 op->value *= 3;
956 } 901 }
982 */ 927 */
983 if (op->inv && op->randomitems) 928 if (op->inv && op->randomitems)
984 { 929 {
985 /* value multiplier is same as for scrolls */ 930 /* value multiplier is same as for scrolls */
986 op->value = (op->value * op->inv->value); 931 op->value = (op->value * op->inv->value);
987 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 932 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
988 } 933 }
989 else 934 else
990 { 935 {
991 op->name = "potion"; 936 op->name = "potion";
992 op->name_pl = "potions"; 937 op->name_pl = "potions";
993 } 938 }
994 939
995 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 940 if (!(flags & GT_ONLY_GOOD) && rndm (2))
996 SET_FLAG (op, FLAG_CURSED); 941 SET_FLAG (op, FLAG_CURSED);
997 break; 942 break;
998 } 943 }
999 944
1000 case AMULET: 945 case AMULET:
1010 } 955 }
1011 956
1012 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 957 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1013 break; 958 break;
1014 959
1015 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 960 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1016 SET_FLAG (op, FLAG_CURSED); 961 SET_FLAG (op, FLAG_CURSED);
1017 962
1018 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 963 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1019 964
1020 if (op->type != RING) /* Amulets have only one ability */ 965 if (op->type != RING) /* Amulets have only one ability */
1021 break; 966 break;
1022 967
1023 if (!(RANDOM () % 4)) 968 if (!(rndm (4)))
1024 { 969 {
1025 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 970 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1026 971
1027 if (d > 0) 972 if (d > 0)
1028 op->value *= 3; 973 op->value *= 3;
1029 974
1030 set_ring_bonus (op, d); 975 set_ring_bonus (op, d);
1031 976
1032 if (!(RANDOM () % 4)) 977 if (!(rndm (4)))
1033 { 978 {
1034 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 979 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1035 980
1036 if (d > 0) 981 if (d > 0)
1037 op->value *= 5; 982 op->value *= 5;
1038 set_ring_bonus (op, d); 983 set_ring_bonus (op, d);
1039 } 984 }
1040 } 985 }
1041 986
1042 if (GET_ANIM_ID (op)) 987 if (GET_ANIM_ID (op))
1043 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 988 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1044 989
1045 break; 990 break;
1046 991
1047 case BOOK: 992 case BOOK:
1048 /* Is it an empty book?, if yes lets make a special· 993 /* Is it an empty book?, if yes lets make a special·
1049 * msg for it, and tailor its properties based on the· 994 * msg for it, and tailor its properties based on the·
1050 * creator and/or map level we found it on. 995 * creator and/or map level we found it on.
1051 */ 996 */
1052 if (!op->msg && RANDOM () % 10) 997 if (!op->msg && rndm (10))
1053 { 998 {
1054 /* set the book level properly */ 999 /* set the book level properly */
1055 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1000 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1056 { 1001 {
1057 if (op->map && op->map->difficulty) 1002 if (op->map && op->map->difficulty)
1058 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1003 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1059 else 1004 else
1060 op->level = RANDOM () % 20 + 1; 1005 op->level = rndm (20) + 1;
1061 } 1006 }
1062 else 1007 else
1063 op->level = RANDOM () % creator->level; 1008 op->level = rndm (creator->level);
1064 1009
1065 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1010 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1066 /* books w/ info are worth more! */ 1011 /* books w/ info are worth more! */
1067 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1012 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1068 /* creator related stuff */ 1013 /* creator related stuff */
1167 */ 1112 */
1168 1113
1169/* 1114/*
1170 * Allocate and return the pointer to an empty artifactlist structure. 1115 * Allocate and return the pointer to an empty artifactlist structure.
1171 */ 1116 */
1172
1173static artifactlist * 1117static artifactlist *
1174get_empty_artifactlist (void) 1118get_empty_artifactlist (void)
1175{ 1119{
1176 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1120 return salloc0 <artifactlist> ();
1177
1178 if (al == NULL)
1179 fatal (OUT_OF_MEMORY);
1180 al->next = NULL;
1181 al->items = NULL;
1182 al->total_chance = 0;
1183 return al;
1184} 1121}
1185 1122
1186/* 1123/*
1187 * Allocate and return the pointer to an empty artifact structure. 1124 * Allocate and return the pointer to an empty artifact structure.
1188 */ 1125 */
1189
1190static artifact * 1126static artifact *
1191get_empty_artifact (void) 1127get_empty_artifact (void)
1192{ 1128{
1193 artifact *a = (artifact *) malloc (sizeof (artifact)); 1129 return salloc0 <artifact> ();
1194
1195 if (a == NULL)
1196 fatal (OUT_OF_MEMORY);
1197 a->item = NULL;
1198 a->next = NULL;
1199 a->chance = 0;
1200 a->difficulty = 0;
1201 a->allowed = NULL;
1202 return a;
1203} 1130}
1204 1131
1205/* 1132/*
1206 * Searches the artifact lists and returns one that has the same type 1133 * Searches the artifact lists and returns one that has the same type
1207 * of objects on it. 1134 * of objects on it.
1208 */ 1135 */
1209
1210artifactlist * 1136artifactlist *
1211find_artifactlist (int type) 1137find_artifactlist (int type)
1212{ 1138{
1213 artifactlist *al;
1214
1215 for (al = first_artifactlist; al != NULL; al = al->next) 1139 for (artifactlist *al = first_artifactlist; al; al = al->next)
1216 if (al->type == type) 1140 if (al->type == type)
1217 return al; 1141 return al;
1142
1218 return NULL; 1143 return 0;
1219} 1144}
1220 1145
1221/* 1146/*
1222 * For debugging purposes. Dumps all tables. 1147 * For debugging purposes. Dumps all tables.
1223 */ 1148 */
1224
1225void 1149void
1226dump_artifacts (void) 1150dump_artifacts (void)
1227{ 1151{
1228 artifactlist *al; 1152 artifactlist *al;
1229 artifact *art; 1153 artifact *art;
1236 for (art = al->items; art != NULL; art = art->next) 1160 for (art = al->items; art != NULL; art = art->next)
1237 { 1161 {
1238 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1162 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1239 if (art->allowed != NULL) 1163 if (art->allowed != NULL)
1240 { 1164 {
1241 fprintf (logfile, "\tAllowed combinations:"); 1165 fprintf (logfile, "\tallowed combinations:");
1242 for (next = art->allowed; next != NULL; next = next->next) 1166 for (next = art->allowed; next != NULL; next = next->next)
1243 fprintf (logfile, "%s,", &next->name); 1167 fprintf (logfile, "%s,", &next->name);
1244 fprintf (logfile, "\n"); 1168 fprintf (logfile, "\n");
1245 } 1169 }
1246 } 1170 }
1257 treasurelist *tl; 1181 treasurelist *tl;
1258 int i; 1182 int i;
1259 1183
1260 if (depth > 100) 1184 if (depth > 100)
1261 return; 1185 return;
1186
1262 while (t) 1187 while (t)
1263 { 1188 {
1264 if (t->name) 1189 if (t->name)
1265 { 1190 {
1266 for (i = 0; i < depth; i++) 1191 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " "); 1192 fprintf (logfile, " ");
1193
1268 fprintf (logfile, "{ (list: %s)\n", &t->name); 1194 fprintf (logfile, "{ (list: %s)\n", &t->name);
1195
1269 tl = find_treasurelist (t->name); 1196 tl = treasurelist::find (t->name);
1270 if (tl) 1197 if (tl)
1271 dump_monster_treasure_rec (name, tl->items, depth + 2); 1198 dump_monster_treasure_rec (name, tl->items, depth + 2);
1199
1272 for (i = 0; i < depth; i++) 1200 for (i = 0; i < depth; i++)
1273 fprintf (logfile, " "); 1201 fprintf (logfile, " ");
1202
1274 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1203 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1275 } 1204 }
1276 else 1205 else
1277 { 1206 {
1278 for (i = 0; i < depth; i++) 1207 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " "); 1208 fprintf (logfile, " ");
1209
1280 if (t->item && t->item->clone.type == FLESH) 1210 if (t->item && t->item->clone.type == FLESH)
1281 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1211 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1282 else 1212 else
1283 fprintf (logfile, "%s\n", &t->item->clone.name); 1213 fprintf (logfile, "%s\n", &t->item->clone.name);
1284 } 1214 }
1285 1215
1286 if (t->next_yes) 1216 if (t->next_yes)
1287 { 1217 {
1288 for (i = 0; i < depth; i++) 1218 for (i = 0; i < depth; i++)
1289 fprintf (logfile, " "); 1219 fprintf (logfile, " ");
1220
1290 fprintf (logfile, " (if yes)\n"); 1221 fprintf (logfile, " (if yes)\n");
1291 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1222 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1292 } 1223 }
1293 1224
1294 if (t->next_no) 1225 if (t->next_no)
1295 { 1226 {
1296 for (i = 0; i < depth; i++) 1227 for (i = 0; i < depth; i++)
1297 fprintf (logfile, " "); 1228 fprintf (logfile, " ");
1229
1298 fprintf (logfile, " (if no)\n"); 1230 fprintf (logfile, " (if no)\n");
1299 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1231 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1300 } 1232 }
1301 1233
1302 t = t->next; 1234 t = t->next;
1305 1237
1306/* 1238/*
1307 * For debugging purposes. Dumps all treasures for a given monster. 1239 * For debugging purposes. Dumps all treasures for a given monster.
1308 * Created originally by Raphael Quinet for debugging the alchemy code. 1240 * Created originally by Raphael Quinet for debugging the alchemy code.
1309 */ 1241 */
1310
1311void 1242void
1312dump_monster_treasure (const char *name) 1243dump_monster_treasure (const char *name)
1313{ 1244{
1314 archetype *at; 1245 archetype *at;
1315 int found; 1246 int found;
1316 1247
1317 found = 0; 1248 found = 0;
1318 fprintf (logfile, "\n"); 1249 fprintf (logfile, "\n");
1250
1319 for (at = first_archetype; at != NULL; at = at->next) 1251 for (at = first_archetype; at != NULL; at = at->next)
1320 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1252 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1321 { 1253 {
1322 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1254 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1323 if (at->clone.randomitems != NULL) 1255 if (at->clone.randomitems != NULL)
1324 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1256 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1325 else 1257 else
1326 fprintf (logfile, "(nothing)\n"); 1258 fprintf (logfile, "(nothing)\n");
1259
1327 fprintf (logfile, "\n"); 1260 fprintf (logfile, "\n");
1328 found++; 1261 found++;
1329 } 1262 }
1263
1330 if (found == 0) 1264 if (found == 0)
1331 fprintf (logfile, "No objects have the name %s!\n\n", name); 1265 fprintf (logfile, "No objects have the name %s!\n\n", name);
1332} 1266}
1333 1267
1334/* 1268/*
1335 * Builds up the lists of artifacts from the file in the libdir. 1269 * Builds up the lists of artifacts from the file in the libdir.
1336 */ 1270 */
1337
1338void 1271void
1339init_artifacts (void) 1272init_artifacts (void)
1340{ 1273{
1341 static int has_been_inited = 0; 1274 static int has_been_inited = 0;
1342 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1275 char filename[MAX_BUF];
1343 artifact *art = NULL; 1276 artifact *art = NULL;
1344 linked_char *tmp;
1345 int value;
1346 artifactlist *al; 1277 artifactlist *al;
1347 1278
1348 if (has_been_inited) 1279 if (has_been_inited)
1349 return; 1280 return;
1350 else 1281 else
1351 has_been_inited = 1; 1282 has_been_inited = 1;
1352 1283
1353 sprintf (filename, "%s/artifacts", settings.datadir); 1284 sprintf (filename, "%s/artifacts", settings.datadir);
1354 object_thawer thawer (filename); 1285 object_thawer f (filename);
1355 1286
1356 if (!thawer) 1287 if (!f)
1357 return; 1288 return;
1358 1289
1359 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1290 f.next ();
1360 {
1361 if (*buf == '#')
1362 continue;
1363 if ((cp = strchr (buf, '\n')) != NULL)
1364 *cp = '\0';
1365 cp = buf;
1366 while (*cp == ' ') /* Skip blanks */
1367 cp++;
1368 if (*cp == '\0')
1369 continue;
1370 1291
1371 if (!strncmp (cp, "Allowed", 7)) 1292 for (;;)
1293 {
1294 switch (f.kw)
1372 { 1295 {
1296 case KW_allowed:
1373 if (art == NULL) 1297 if (!art)
1298 art = get_empty_artifact ();
1299
1374 { 1300 {
1375 art = get_empty_artifact (); 1301 if (!strcmp (f.get_str (), "all"))
1376 nrofartifacts++; 1302 break;
1303
1304 char *next, *cp = f.get_str ();
1305
1306 do
1307 {
1308 if ((next = strchr (cp, ',')))
1309 *next++ = '\0';
1310
1311 linked_char *tmp = new linked_char;
1312
1313 tmp->name = cp;
1314 tmp->next = art->allowed;
1315 art->allowed = tmp;
1316 }
1317 while ((cp = next));
1377 } 1318 }
1378 cp = strchr (cp, ' ') + 1; 1319 break;
1379 if (!strcmp (cp, "all")) 1320
1321 case KW_chance:
1322 f.get (art->chance);
1323 break;
1324
1325 case KW_difficulty:
1326 f.get (art->difficulty);
1327 break;
1328
1329 case KW_object:
1330 {
1331 art->item = object::create ();
1332 f.get (art->item->name);
1333 f.next ();
1334
1335 if (!art->item->parse_kv (f))
1336 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1337
1338 al = find_artifactlist (art->item->type);
1339
1340 if (!al)
1341 {
1342 al = get_empty_artifactlist ();
1343 al->type = art->item->type;
1344 al->next = first_artifactlist;
1345 first_artifactlist = al;
1346 }
1347
1348 art->next = al->items;
1349 al->items = art;
1350 art = 0;
1351 }
1380 continue; 1352 continue;
1381 1353
1382 do 1354 case KW_EOF:
1355 goto done;
1356
1357 default:
1358 if (!f.parse_error ("artifacts file"))
1359 cleanup ("artifacts file required");
1383 { 1360 break;
1384 nrofallowedstr++;
1385 if ((next = strchr (cp, ',')) != NULL)
1386 *(next++) = '\0';
1387 tmp = new linked_char;
1388
1389 tmp->name = cp;
1390 tmp->next = art->allowed;
1391 art->allowed = tmp;
1392 }
1393 while ((cp = next) != NULL);
1394 }
1395 else if (sscanf (cp, "chance %d", &value))
1396 art->chance = (uint16) value;
1397 else if (sscanf (cp, "difficulty %d", &value))
1398 art->difficulty = (uint8) value;
1399 else if (!strncmp (cp, "Object", 6))
1400 { 1361 }
1401 art->item = object::create ();
1402 1362
1403 if (!load_object (thawer, art->item, 0)) 1363 f.next ();
1404 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1405
1406 art->item->name = strchr (cp, ' ') + 1;
1407 al = find_artifactlist (art->item->type);
1408 if (al == NULL)
1409 {
1410 al = get_empty_artifactlist ();
1411 al->type = art->item->type;
1412 al->next = first_artifactlist;
1413 first_artifactlist = al;
1414 }
1415 art->next = al->items;
1416 al->items = art;
1417 art = NULL;
1418 }
1419 else
1420 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1421 } 1364 }
1422 1365
1366done:
1423 for (al = first_artifactlist; al != NULL; al = al->next) 1367 for (al = first_artifactlist; al; al = al->next)
1424 { 1368 {
1369 al->total_chance = 0;
1370
1425 for (art = al->items; art != NULL; art = art->next) 1371 for (art = al->items; art; art = art->next)
1426 { 1372 {
1427 if (!art->chance) 1373 if (!art->chance)
1428 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1374 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1429 else 1375 else
1430 al->total_chance += art->chance; 1376 al->total_chance += art->chance;
1435 } 1381 }
1436 1382
1437 LOG (llevDebug, "done.\n"); 1383 LOG (llevDebug, "done.\n");
1438} 1384}
1439 1385
1440
1441/* 1386/*
1442 * Used in artifact generation. The bonuses of the first object 1387 * Used in artifact generation. The bonuses of the first object
1443 * is modified by the bonuses of the second object. 1388 * is modified by the bonuses of the second object.
1444 */ 1389 */
1445
1446void 1390void
1447add_abilities (object *op, object *change) 1391add_abilities (object *op, object *change)
1448{ 1392{
1449 int i, tmp; 1393 int i, tmp;
1450 1394
1451 if (change->face != blank_face) 1395 if (change->face != blank_face)
1452 { 1396 {
1453#ifdef TREASURE_VERBOSE 1397#ifdef TREASURE_VERBOSE
1454 LOG (llevDebug, "FACE: %d\n", change->face->number); 1398 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1455#endif 1399#endif
1456 op->face = change->face; 1400 op->face = change->face;
1457 } 1401 }
1458 1402
1459 for (i = 0; i < NUM_STATS; i++) 1403 for (i = 0; i < NUM_STATS; i++)
1499 1443
1500 op->set_speed (op->speed); 1444 op->set_speed (op->speed);
1501 } 1445 }
1502 1446
1503 if (change->nrof) 1447 if (change->nrof)
1504 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1448 op->nrof = rndm (change->nrof) + 1;
1505 1449
1506 op->stats.exp += change->stats.exp; /* Speed modifier */ 1450 op->stats.exp += change->stats.exp; /* Speed modifier */
1507 op->stats.wc += change->stats.wc; 1451 op->stats.wc += change->stats.wc;
1508 op->stats.ac += change->stats.ac; 1452 op->stats.ac += change->stats.ac;
1509 1453
1612 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1556 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1613 } 1557 }
1614 1558
1615 op->value *= change->value; 1559 op->value *= change->value;
1616 1560
1617 if (change->material) 1561 if (change->materials)
1618 op->material = change->material; 1562 op->materials = change->materials;
1619 1563
1620 if (change->materialname) 1564 if (change->materialname)
1621 op->materialname = change->materialname; 1565 op->materialname = change->materialname;
1622 1566
1623 if (change->slaying) 1567 if (change->slaying)
1629 if (change->msg) 1573 if (change->msg)
1630 op->msg = change->msg; 1574 op->msg = change->msg;
1631} 1575}
1632 1576
1633static int 1577static int
1634legal_artifact_combination (object *op, artifact * art) 1578legal_artifact_combination (object *op, artifact *art)
1635{ 1579{
1636 int neg, success = 0; 1580 int neg, success = 0;
1637 linked_char *tmp; 1581 linked_char *tmp;
1638 const char *name; 1582 const char *name;
1639 1583
1640 if (art->allowed == (linked_char *) NULL) 1584 if (!art->allowed)
1641 return 1; /* Ie, "all" */ 1585 return 1; /* Ie, "all" */
1586
1642 for (tmp = art->allowed; tmp; tmp = tmp->next) 1587 for (tmp = art->allowed; tmp; tmp = tmp->next)
1643 { 1588 {
1644#ifdef TREASURE_VERBOSE 1589#ifdef TREASURE_VERBOSE
1645 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1590 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1646#endif 1591#endif
1647 if (*tmp->name == '!') 1592 if (*tmp->name == '!')
1648 name = tmp->name + 1, neg = 1; 1593 name = tmp->name + 1, neg = 1;
1649 else 1594 else
1650 name = tmp->name, neg = 0; 1595 name = tmp->name, neg = 0;
1657 * everything is allowed except what we match 1602 * everything is allowed except what we match
1658 */ 1603 */
1659 else if (neg) 1604 else if (neg)
1660 success = 1; 1605 success = 1;
1661 } 1606 }
1607
1662 return success; 1608 return success;
1663} 1609}
1664 1610
1665/* 1611/*
1666 * Fixes the given object, giving it the abilities and titles 1612 * Fixes the given object, giving it the abilities and titles
1717 return; 1663 return;
1718 } 1664 }
1719 1665
1720 for (i = 0; i < ARTIFACT_TRIES; i++) 1666 for (i = 0; i < ARTIFACT_TRIES; i++)
1721 { 1667 {
1722 int roll = RANDOM () % al->total_chance; 1668 int roll = rndm (al->total_chance);
1723 1669
1724 for (art = al->items; art != NULL; art = art->next) 1670 for (art = al->items; art; art = art->next)
1725 { 1671 {
1726 roll -= art->chance; 1672 roll -= art->chance;
1727 if (roll < 0) 1673 if (roll < 0)
1728 break; 1674 break;
1729 } 1675 }
1745 continue; 1691 continue;
1746 1692
1747 if (!legal_artifact_combination (op, art)) 1693 if (!legal_artifact_combination (op, art))
1748 { 1694 {
1749#ifdef TREASURE_VERBOSE 1695#ifdef TREASURE_VERBOSE
1750 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1696 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1751#endif 1697#endif
1752 continue; 1698 continue;
1753 } 1699 }
1700
1754 give_artifact_abilities (op, art->item); 1701 give_artifact_abilities (op, art->item);
1755 return; 1702 return;
1756 } 1703 }
1757} 1704}
1758 1705
1802 SET_FLAG (item, FLAG_NO_STEAL); 1749 SET_FLAG (item, FLAG_NO_STEAL);
1803 } 1750 }
1804} 1751}
1805 1752
1806/* special_potion() - so that old potion code is still done right. */ 1753/* special_potion() - so that old potion code is still done right. */
1807
1808int 1754int
1809special_potion (object *op) 1755special_potion (object *op)
1810{ 1756{
1811 if (op->attacktype) 1757 if (op->attacktype)
1812 return 1; 1758 return 1;
1822} 1768}
1823 1769
1824void 1770void
1825free_treasurestruct (treasure *t) 1771free_treasurestruct (treasure *t)
1826{ 1772{
1827 if (t->next)
1828 free_treasurestruct (t->next); 1773 if (t->next) free_treasurestruct (t->next);
1829 if (t->next_yes)
1830 free_treasurestruct (t->next_yes); 1774 if (t->next_yes) free_treasurestruct (t->next_yes);
1831 if (t->next_no)
1832 free_treasurestruct (t->next_no); 1775 if (t->next_no) free_treasurestruct (t->next_no);
1833 1776
1834 delete t; 1777 delete t;
1835} 1778}
1836 1779
1837void 1780void
1842 1785
1843 delete lc; 1786 delete lc;
1844} 1787}
1845 1788
1846void 1789void
1847free_artifact (artifact * at) 1790free_artifact (artifact *at)
1848{ 1791{
1849 if (at->next)
1850 free_artifact (at->next); 1792 if (at->next) free_artifact (at->next);
1851
1852 if (at->allowed)
1853 free_charlinks (at->allowed); 1793 if (at->allowed) free_charlinks (at->allowed);
1854 1794
1855 at->item->destroy (1); 1795 at->item->destroy (1);
1856 1796
1857 delete at; 1797 sfree (at);
1858} 1798}
1859 1799
1860void 1800void
1861free_artifactlist (artifactlist * al) 1801free_artifactlist (artifactlist *al)
1862{ 1802{
1863 artifactlist *nextal; 1803 artifactlist *nextal;
1864 1804
1865 for (al = first_artifactlist; al; al = nextal) 1805 for (al = first_artifactlist; al; al = nextal)
1866 { 1806 {
1867 nextal = al->next; 1807 nextal = al->next;
1868 1808
1869 if (al->items) 1809 if (al->items)
1870 free_artifact (al->items); 1810 free_artifact (al->items);
1871 1811
1872 free (al); 1812 sfree (al);
1873 } 1813 }
1874} 1814}
1875 1815
1876void 1816void
1877free_all_treasures (void) 1817free_all_treasures (void)
1878{ 1818{
1879 treasurelist *tl, *next; 1819 treasurelist *tl, *next;
1880 1820
1881
1882 for (tl = first_treasurelist; tl != NULL; tl = next) 1821 for (tl = first_treasurelist; tl; tl = next)
1883 { 1822 {
1823 clear (tl);
1824
1884 next = tl->next; 1825 next = tl->next;
1885 if (tl->items)
1886 free_treasurestruct (tl->items);
1887 delete tl; 1826 delete tl;
1888 } 1827 }
1828
1889 free_artifactlist (first_artifactlist); 1829 free_artifactlist (first_artifactlist);
1890} 1830}

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