--- deliantra/server/common/treasure.C 2006/09/03 00:18:40 1.7 +++ deliantra/server/common/treasure.C 2007/04/21 16:56:30 1.53 @@ -1,34 +1,27 @@ - /* - * static char *rcs_treasure_c = - * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $"; + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2002 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - -#define ALLOWED_COMBINATION - /* TREASURE_DEBUG does some checking on the treasurelists after loading. * It is useful for finding bugs in the treasures file. Since it only * slows the startup some (and not actual game play), it is by default @@ -37,121 +30,82 @@ #define TREASURE_DEBUG /* TREASURE_VERBOSE enables copious output concerning artifact generation */ -/* #define TREASURE_VERBOSE */ + +//#define TREASURE_VERBOSE #include #include #include #include - -static void change_treasure (treasure * t, object * op); /* overrule default values */ extern char *spell_mapping[]; -/* - * Initialize global archtype pointers: - */ +static treasurelist *first_treasurelist; -void -init_archetype_pointers () -{ - int prev_warn = warn_archetypes; - warn_archetypes = 1; - if (ring_arch == NULL) - ring_arch = find_archetype ("ring"); - if (amulet_arch == NULL) - amulet_arch = find_archetype ("amulet"); - if (staff_arch == NULL) - staff_arch = find_archetype ("staff"); - if (crown_arch == NULL) - crown_arch = find_archetype ("crown"); - warn_archetypes = prev_warn; -} +static void change_treasure (treasure *t, object *op); /* overrule default values */ -/* - * Allocate and return the pointer to an empty treasurelist structure. - */ +typedef std::tr1::unordered_map< + const char *, + treasurelist *, + str_hash, + str_equal, + slice_allocator< std::pair >, + true +> tl_map_t; -static treasurelist * -get_empty_treasurelist (void) -{ - return new treasurelist; -} +static tl_map_t tl_map; /* - * Allocate and return the pointer to an empty treasure structure. + * Searches for the given treasurelist */ -//TODO: make this a constructor -static treasure * -get_empty_treasure (void) +treasurelist * +treasurelist::find (const char *name) { - treasure *t = new treasure; + if (!name) + return 0; + + auto (i, tl_map.find (name)); - t->chance = 100; + if (i == tl_map.end ()) + return 0; - return t; + return i->second; } /* - * Reads the lib/treasure file from disk, and parses the contents - * into an internal treasure structure (very linked lists) + * Searches for the given treasurelist in the globally linked list + * of treasurelists which has been built by load_treasures(). */ +treasurelist * +treasurelist::get (const char *name) +{ + treasurelist *tl = find (name); -static treasure * -load_treasure (FILE * fp, int *line) + if (!tl) + { + tl = new treasurelist; + + tl->name = name; + tl->next = first_treasurelist; + first_treasurelist = tl; + + tl_map.insert (std::make_pair (tl->name, tl)); + } + + return tl; +} + +//TODO: class method +void +clear (treasurelist *tl) { - char buf[MAX_BUF], *cp, variable[MAX_BUF]; - treasure *t = get_empty_treasure (); - int value; - - nroftreasures++; - while (fgets (buf, MAX_BUF, fp) != NULL) - { - (*line)++; - - if (*buf == '#') - continue; - if ((cp = strchr (buf, '\n')) != NULL) - *cp = '\0'; - cp = buf; - while (isspace (*cp)) /* Skip blanks */ - cp++; - - if (sscanf (cp, "arch %s", variable)) - { - if ((t->item = find_archetype (variable)) == NULL) - LOG (llevError, "Treasure lacks archetype: %s\n", variable); - } - else if (sscanf (cp, "list %s", variable)) - t->name = variable; - else if (sscanf (cp, "change_name %s", variable)) - t->change_arch.name = variable; - else if (sscanf (cp, "change_title %s", variable)) - t->change_arch.title = variable; - else if (sscanf (cp, "change_slaying %s", variable)) - t->change_arch.slaying = variable; - else if (sscanf (cp, "chance %d", &value)) - t->chance = (uint8) value; - else if (sscanf (cp, "nrof %d", &value)) - t->nrof = (uint16) value; - else if (sscanf (cp, "magic %d", &value)) - t->magic = (uint8) value; - else if (!strcmp (cp, "yes")) - t->next_yes = load_treasure (fp, line); - else if (!strcmp (cp, "no")) - t->next_no = load_treasure (fp, line); - else if (!strcmp (cp, "end")) - return t; - else if (!strcmp (cp, "more")) - { - t->next = load_treasure (fp, line); - return t; - } - else - LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); + if (tl->items) + { + free_treasurestruct (tl->items); + tl->items = 0; } - LOG (llevError, "treasure lacks 'end'.\n"); - return t; + + tl->total_chance = 0; } #ifdef TREASURE_DEBUG @@ -159,124 +113,110 @@ * so that the treasure name can be printed out */ static void -check_treasurelist (const treasure * t, const treasurelist * tl) +check_treasurelist (const treasure *t, const treasurelist * tl) { - if (t->item == NULL && t->name == NULL) - LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name); if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); - /* find_treasurelist will print out its own error message */ - if (t->name && *t->name) - (void) find_treasurelist (t->name); + if (t->next) check_treasurelist (t->next, tl); + if (t->next_yes) check_treasurelist (t->next_yes, tl); + if (t->next_no) check_treasurelist (t->next_no, tl); } #endif /* - * Opens LIBDIR/treasure and reads all treasure-declarations from it. - * Each treasure is parsed with the help of load_treasure(). + * Reads the lib/treasure file from disk, and parses the contents + * into an internal treasure structure (very linked lists) */ - -void -load_treasures (void) +static treasure * +read_treasure (object_thawer &f) { - FILE *fp; - char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; - treasurelist *previous = NULL; - treasure *t; - int comp, line = 0; + treasure *t = new treasure; - sprintf (filename, "%s/%s", settings.datadir, settings.treasures); - if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) - { - LOG (llevError, "Can't open treasure file.\n"); - return; - } - while (fgets (buf, MAX_BUF, fp) != NULL) + f.next (); + + for (;;) { - line++; - if (*buf == '#') - continue; - - if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) - { - treasurelist *tl = get_empty_treasurelist (); - tl->name = name; - if (previous == NULL) - first_treasurelist = tl; - else - previous->next = tl; - previous = tl; - tl->items = load_treasure (fp, &line); - - /* This is a one of the many items on the list should be generated. - * Add up the chance total, and check to make sure the yes & no - * fields of the treasures are not being used. - */ - if (!strncmp (buf, "treasureone", 11)) - { - for (t = tl->items; t != NULL; t = t->next) - { -#ifdef TREASURE_DEBUG - if (t->next_yes || t->next_no) - { - LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); - LOG (llevError, " the next_yes or next_no field is set\n"); - } -#endif - tl->total_chance += t->chance; - } - } - } - else - LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); - } - close_and_delete (fp, comp); + coroapi::cede_to_tick_every (10); -#ifdef TREASURE_DEBUG - /* Perform some checks on how valid the treasure data actually is. - * verify that list transitions work (ie, the list that it is supposed - * to transition to exists). Also, verify that at least the name - * or archetype is set for each treasure element. - */ - for (previous = first_treasurelist; previous != NULL; previous = previous->next) - check_treasurelist (previous->items, previous); -#endif + switch (f.kw) + { + case KW_arch: + t->item = archetype::get (f.get_str ()); + break; + + case KW_list: f.get (t->name); break; + case KW_change_name: f.get (t->change_arch.name); break; + case KW_change_title: f.get (t->change_arch.title); break; + case KW_change_slaying: f.get (t->change_arch.slaying); break; + case KW_chance: f.get (t->chance); break; + case KW_nrof: f.get (t->nrof); break; + case KW_magic: f.get (t->magic); break; + + case KW_yes: t->next_yes = read_treasure (f); continue; + case KW_no: t->next_no = read_treasure (f); continue; + + case KW_end: + f.next (); + return t; + + case KW_more: + t->next = read_treasure (f); + return t; + + default: + if (!f.parse_error ("treasurelist", t->name)) + return 0; + + return t; + } + + f.next (); + } } /* - * Searches for the given treasurelist in the globally linked list - * of treasurelists which has been built by load_treasures(). + * Each treasure is parsed with the help of load_treasure(). */ - treasurelist * -find_treasurelist (const char *name) +treasurelist::read (object_thawer &f) { - const char *tmp = shstr::find (name); - treasurelist *tl; + assert (f.kw == KW_treasure || f.kw == KW_treasureone); - /* Special cases - randomitems of none is to override default. If - * first_treasurelist is null, it means we are on the first pass of - * of loading archetyps, so for now, just return - second pass will - * init these values. + bool one = f.kw == KW_treasureone; + treasurelist *tl = treasurelist::get (f.get_str ()); + clear (tl); + tl->items = read_treasure (f); + if (!tl->items) + return 0; + + /* This is a one of the many items on the list should be generated. + * Add up the chance total, and check to make sure the yes & no + * fields of the treasures are not being used. */ - if (!name || !*name) - return NULL; + tl->total_chance = 0; - if (tmp != NULL) - for (tl = first_treasurelist; tl != NULL; tl = tl->next) - if (tmp == tl->name) - return tl; + if (one) + { + for (treasure *t = tl->items; t; t = t->next) + { + if (t->next_yes || t->next_no) + { + LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); + LOG (llevError, " the next_yes or next_no field is set\n"); + } - LOG (llevError, "Couldn't find treasurelist %s\n", name); - return NULL; -} + tl->total_chance += t->chance; + } + } + return tl; +} /* * Generates the objects specified by the given treasure. @@ -289,13 +229,9 @@ * abilities. This is used by summon spells, thus no summoned monsters * start with equipment, but only their abilities). */ - - static void -put_treasure (object * op, object * creator, int flags) +put_treasure (object *op, object *creator, int flags) { - object *tmp; - /* Bit of a hack - spells should never be put onto the map. The entire * treasure stuff is a problem - there is no clear idea of knowing * this is the original object, or if this is an object that should be created @@ -303,18 +239,27 @@ */ if (flags & GT_ENVIRONMENT && op->type != SPELL) { - op->x = creator->x; - op->y = creator->y; - SET_FLAG (op, FLAG_OBJ_ORIGINAL); - insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); + op->deactivate_recursive (); + op->expand_tail (); + + if (ob_blocked (op, creator->map, creator->x, creator->y)) + op->destroy (); + else + { + SET_FLAG (op, FLAG_OBJ_ORIGINAL); + op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); + } } else { - op = insert_ob_in_ob (op, creator); + op = creator->insert (op); + if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) - monster_check_apply (creator, op); - if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) - esrv_send_item (tmp, op); + monster_check_apply (creator, op); + + if (flags & GT_UPDATE_INV) + if (object *tmp = creator->in_player ()) + esrv_send_item (tmp, op); } } @@ -322,7 +267,7 @@ * in the generated object */ static void -change_treasure (treasure * t, object * op) +change_treasure (treasure *t, object *op) { /* CMD: change_name xxxx */ if (t->change_arch.name) @@ -338,44 +283,48 @@ op->slaying = t->change_arch.slaying; } -void -create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) +static void +create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) { - object *tmp; - - - if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) + if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance) { if (t->name) - { - if (strcmp (t->name, "NONE") && difficulty >= t->magic) - create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); - } + { + if (difficulty >= t->magic) + if (treasurelist *tl = treasurelist::find (t->name)) + create_treasure (tl, op, flag, difficulty, tries); + else + LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name); + } else - { - if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) - { - tmp = arch_to_object (t->item); - if (t->nrof && tmp->nrof <= 1) - tmp->nrof = RANDOM () % ((int) t->nrof) + 1; - fix_generated_item (tmp, op, difficulty, t->magic, flag); - change_treasure (t, tmp); - put_treasure (tmp, op, flag); - } - } - if (t->next_yes != NULL) - create_all_treasures (t->next_yes, op, flag, difficulty, tries); + { + if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) + { + object *tmp = arch_to_object (t->item); + + if (t->nrof && tmp->nrof <= 1) + tmp->nrof = rndm (t->nrof) + 1; + + fix_generated_item (tmp, op, difficulty, t->magic, flag); + change_treasure (t, tmp); + put_treasure (tmp, op, flag); + } + } + + if (t->next_yes) + create_all_treasures (t->next_yes, op, flag, difficulty, tries); } - else if (t->next_no != NULL) + else if (t->next_no) create_all_treasures (t->next_no, op, flag, difficulty, tries); - if (t->next != NULL) + + if (t->next) create_all_treasures (t->next, op, flag, difficulty, tries); } -void -create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) +static void +create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) { - int value = RANDOM () % tl->total_chance; + int value = rndm (tl->total_chance); treasure *t; if (tries++ > 100) @@ -383,39 +332,40 @@ LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); return; } - for (t = tl->items; t != NULL; t = t->next) + + for (t = tl->items; t; t = t->next) { value -= t->chance; + if (value < 0) - break; + break; } if (!t || value >= 0) - { - LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); - abort (); - return; - } + cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1); + if (t->name) { - if (!strcmp (t->name, "NONE")) - return; if (difficulty >= t->magic) - create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); + { + treasurelist *tl = treasurelist::find (t->name); + if (tl) + create_treasure (tl, op, flag, difficulty, tries); + } else if (t->nrof) - create_one_treasure (tl, op, flag, difficulty, tries); - return; + create_one_treasure (tl, op, flag, difficulty, tries); } - if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) + else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) { - object *tmp = arch_to_object (t->item); - if (!tmp) - return; - if (t->nrof && tmp->nrof <= 1) - tmp->nrof = RANDOM () % ((int) t->nrof) + 1; - fix_generated_item (tmp, op, difficulty, t->magic, flag); - change_treasure (t, tmp); - put_treasure (tmp, op, flag); + if (object *tmp = arch_to_object (t->item)) + { + if (t->nrof && tmp->nrof <= 1) + tmp->nrof = rndm (t->nrof) + 1; + + fix_generated_item (tmp, op, difficulty, t->magic, flag); + change_treasure (t, tmp); + put_treasure (tmp, op, flag); + } } } @@ -427,18 +377,22 @@ * to do that. */ void -create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) +create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) { + // empty treasurelists are legal + if (!tl->items) + return; if (tries++ > 100) { LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); return; } - if (t->total_chance) - create_one_treasure (t, op, flag, difficulty, tries); + + if (tl->total_chance) + create_one_treasure (tl, op, flag, difficulty, tries); else - create_all_treasures (t->items, op, flag, difficulty, tries); + create_all_treasures (tl->items, op, flag, difficulty, tries); } /* This is similar to the old generate treasure function. However, @@ -447,21 +401,23 @@ * inserted into, and then return that treausre */ object * -generate_treasure (treasurelist * t, int difficulty) +generate_treasure (treasurelist *tl, int difficulty) { - object *ob = get_object (), *tmp; + difficulty = clamp (difficulty, 1, settings.max_level); - create_treasure (t, ob, 0, difficulty, 0); + object *ob = object::create (); + + create_treasure (tl, ob, 0, difficulty, 0); /* Don't want to free the object we are about to return */ - tmp = ob->inv; - if (tmp != NULL) - remove_ob (tmp); + object *tmp = ob->inv; + if (tmp) + tmp->remove (); + if (ob->inv) - { - LOG (llevError, "In generate treasure, created multiple objects.\n"); - } - free_object (ob); + LOG (llevError, "In generate treasure, created multiple objects.\n"); + + ob->destroy (); return tmp; } @@ -473,53 +429,51 @@ */ static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { -/*chance of magic difficulty*/ -/* +0 +1 +2 +3 +4 */ - {95, 2, 2, 1, 0}, /*1 */ - {92, 5, 2, 1, 0}, /*2 */ - {85, 10, 4, 1, 0}, /*3 */ - {80, 14, 4, 2, 0}, /*4 */ - {75, 17, 5, 2, 1}, /*5 */ - {70, 18, 8, 3, 1}, /*6 */ - {65, 21, 10, 3, 1}, /*7 */ - {60, 22, 12, 4, 2}, /*8 */ - {55, 25, 14, 4, 2}, /*9 */ - {50, 27, 16, 5, 2}, /*10 */ - {45, 28, 18, 6, 3}, /*11 */ - {42, 28, 20, 7, 3}, /*12 */ - {40, 27, 21, 8, 4}, /*13 */ - {38, 25, 22, 10, 5}, /*14 */ - {36, 23, 23, 12, 6}, /*15 */ - {33, 21, 24, 14, 8}, /*16 */ - {31, 19, 25, 16, 9}, /*17 */ - {27, 15, 30, 18, 10}, /*18 */ - {20, 12, 30, 25, 13}, /*19 */ - {15, 10, 28, 30, 17}, /*20 */ - {13, 9, 27, 28, 23}, /*21 */ - {10, 8, 25, 28, 29}, /*22 */ - {8, 7, 23, 26, 36}, /*23 */ - {6, 6, 20, 22, 46}, /*24 */ - {4, 5, 17, 18, 56}, /*25 */ - {2, 4, 12, 14, 68}, /*26 */ - {0, 3, 7, 10, 80}, /*27 */ - {0, 0, 3, 7, 90}, /*28 */ - {0, 0, 0, 3, 97}, /*29 */ - {0, 0, 0, 0, 100}, /*30 */ - {0, 0, 0, 0, 100}, /*31 */ +// chance of magic difficulty +// +0 +1 +2 +3 +4 + {95, 2, 2, 1, 0}, // 1 + {92, 5, 2, 1, 0}, // 2 + {85, 10, 4, 1, 0}, // 3 + {80, 14, 4, 2, 0}, // 4 + {75, 17, 5, 2, 1}, // 5 + {70, 18, 8, 3, 1}, // 6 + {65, 21, 10, 3, 1}, // 7 + {60, 22, 12, 4, 2}, // 8 + {55, 25, 14, 4, 2}, // 9 + {50, 27, 16, 5, 2}, // 10 + {45, 28, 18, 6, 3}, // 11 + {42, 28, 20, 7, 3}, // 12 + {40, 27, 21, 8, 4}, // 13 + {38, 25, 22, 10, 5}, // 14 + {36, 23, 23, 12, 6}, // 15 + {33, 21, 24, 14, 8}, // 16 + {31, 19, 25, 16, 9}, // 17 + {27, 15, 30, 18, 10}, // 18 + {20, 12, 30, 25, 13}, // 19 + {15, 10, 28, 30, 17}, // 20 + {13, 9, 27, 28, 23}, // 21 + {10, 8, 25, 28, 29}, // 22 + { 8, 7, 23, 26, 36}, // 23 + { 6, 6, 20, 22, 46}, // 24 + { 4, 5, 17, 18, 56}, // 25 + { 2, 4, 12, 14, 68}, // 26 + { 0, 3, 7, 10, 80}, // 27 + { 0, 0, 3, 7, 90}, // 28 + { 0, 0, 0, 3, 97}, // 29 + { 0, 0, 0, 0, 100}, // 30 + { 0, 0, 0, 0, 100}, // 31 }; - /* calculate the appropriate level for wands staves and scrolls. * This code presumes that op has had its spell object created (in op->inv) * * elmex Wed Aug 9 17:44:59 CEST 2006: * Removed multiplicator, too many high-level items were generated on low-difficulty maps. */ - int -level_for_item (const object * op, int difficulty) +level_for_item (const object *op, int difficulty) { - int mult = 0, olevel = 0; + int olevel = 0; if (!op->inv) { @@ -548,7 +502,6 @@ * weird integer between 1-31. * */ - int magic_from_difficulty (int difficulty) { @@ -563,14 +516,14 @@ if (scaled_diff >= DIFFLEVELS) scaled_diff = DIFFLEVELS - 1; - percent = RANDOM () % 100; + percent = rndm (100); for (magic = 0; magic < (MAXMAGIC + 1); magic++) { percent -= difftomagic_list[scaled_diff][magic]; if (percent < 0) - break; + break; } if (magic == (MAXMAGIC + 1)) @@ -579,7 +532,7 @@ magic = 0; } - magic = (RANDOM () % 3) ? magic : -magic; + magic = (rndm (3)) ? magic : -magic; /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ return magic; @@ -593,7 +546,7 @@ */ void -set_abs_magic (object * op, int magic) +set_abs_magic (object *op, int magic) { if (!magic) return; @@ -602,18 +555,18 @@ if (op->arch) { if (op->type == ARMOUR) - ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; + ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; - if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ - magic = (-magic); + if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ + magic = (-magic); op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; } else { if (op->type == ARMOUR) - ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; - if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ - magic = (-magic); + ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; + if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ + magic = (-magic); op->weight = (op->weight * (100 - magic * 10)) / 100; } } @@ -624,9 +577,10 @@ */ static void -set_magic (int difficulty, object * op, int max_magic, int flags) +set_magic (int difficulty, object *op, int max_magic, int flags) { int i; + i = magic_from_difficulty (difficulty); if ((flags & GT_ONLY_GOOD) && i < 0) i = -i; @@ -645,127 +599,128 @@ * other bonuses previously rolled and ones the item might natively have. * 2) Add code to deal with new PR method. */ - void -set_ring_bonus (object * op, int bonus) +set_ring_bonus (object *op, int bonus) { - int r = RANDOM () % (bonus > 0 ? 25 : 11); + int r = rndm (bonus > 0 ? 25 : 11); if (op->type == AMULET) { - if (!(RANDOM () % 21)) - r = 20 + RANDOM () % 2; + if (!(rndm (21))) + r = 20 + rndm (2); else - { - if (RANDOM () & 2) - r = 10; - else - r = 11 + RANDOM () % 9; - } + { + if (rndm (2)) + r = 10; + else + r = 11 + rndm (9); + } } switch (r) { - /* Redone by MSW 2000-11-26 to have much less code. Also, - * bonuses and penalties will stack and add to existing values. - * of the item. - */ - case 0: - case 1: - case 2: - case 3: - case 4: - case 5: - case 6: - set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); - break; - - case 7: - op->stats.dam += bonus; - break; - - case 8: - op->stats.wc += bonus; - break; - - case 9: - op->stats.food += bonus; /* hunger/sustenance */ - break; - - case 10: - op->stats.ac += bonus; - break; - - /* Item that gives protections/vulnerabilities */ - case 11: - case 12: - case 13: - case 14: - case 15: - case 16: - case 17: - case 18: - case 19: - { - int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; - - /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ - val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; - - /* Cursed items need to have higher negative values to equal out with - * positive values for how protections work out. Put another - * little random element in since that they don't always end up with - * even values. - */ - if (bonus < 0) - val = 2 * -val - RANDOM () % b; - if (val > 35) - val = 35; /* Upper limit */ - b = 0; - while (op->resist[resist_table[resist]] != 0 && b < 4) - { - resist = RANDOM () % num_resist_table; - } - if (b == 4) - return; /* Not able to find a free resistance */ - op->resist[resist_table[resist]] = val; - /* We should probably do something more clever here to adjust value - * based on how good a resistance we gave. - */ - break; - } - case 20: - if (op->type == AMULET) - { - SET_FLAG (op, FLAG_REFL_SPELL); - op->value *= 11; - } - else - { - op->stats.hp = 1; /* regenerate hit points */ - op->value *= 4; - } - break; - - case 21: - if (op->type == AMULET) - { - SET_FLAG (op, FLAG_REFL_MISSILE); - op->value *= 9; - } - else - { - op->stats.sp = 1; /* regenerate spell points */ - op->value *= 3; - } - break; - - case 22: - op->stats.exp += bonus; /* Speed! */ - op->value = (op->value * 2) / 3; - break; + /* Redone by MSW 2000-11-26 to have much less code. Also, + * bonuses and penalties will stack and add to existing values. + * of the item. + */ + case 0: + case 1: + case 2: + case 3: + case 4: + case 5: + case 6: + set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); + break; + + case 7: + op->stats.dam += bonus; + break; + + case 8: + op->stats.wc += bonus; + break; + + case 9: + op->stats.food += bonus; /* hunger/sustenance */ + break; + + case 10: + op->stats.ac += bonus; + break; + + /* Item that gives protections/vulnerabilities */ + case 11: + case 12: + case 13: + case 14: + case 15: + case 16: + case 17: + case 18: + case 19: + { + int b = 5 + abs (bonus), val, resist = rndm (num_resist_table); + + /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ + val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b); + + /* Cursed items need to have higher negative values to equal out with + * positive values for how protections work out. Put another + * little random element in since that they don't always end up with + * even values. + */ + if (bonus < 0) + val = 2 * -val - rndm (b); + if (val > 35) + val = 35; /* Upper limit */ + b = 0; + + while (op->resist[resist_table[resist]] != 0 && b < 4) + resist = rndm (num_resist_table); + + if (b == 4) + return; /* Not able to find a free resistance */ + + op->resist[resist_table[resist]] = val; + /* We should probably do something more clever here to adjust value + * based on how good a resistance we gave. + */ + break; + } + case 20: + if (op->type == AMULET) + { + SET_FLAG (op, FLAG_REFL_SPELL); + op->value *= 11; + } + else + { + op->stats.hp = 1; /* regenerate hit points */ + op->value *= 4; + } + break; + + case 21: + if (op->type == AMULET) + { + SET_FLAG (op, FLAG_REFL_MISSILE); + op->value *= 9; + } + else + { + op->stats.sp = 1; /* regenerate spell points */ + op->value *= 3; + } + break; + + case 22: + op->stats.exp += bonus; /* Speed! */ + op->value = (op->value * 2) / 3; + break; } + if (bonus > 0) op->value *= 2 * bonus; else @@ -780,31 +735,35 @@ * rings and amulets. * Another scheme is used to calculate the magic of weapons and armours. */ - int get_magic (int diff) { int i; + if (diff < 3) diff = 3; + for (i = 0; i < 4; i++) - if (RANDOM () % diff) + if (rndm (diff)) return i; + return 4; } #define DICE2 (get_magic(2)==2?2:1) -#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) +#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3)) /* * fix_generated_item(): This is called after an item is generated, in * order to set it up right. This produced magical bonuses, puts spells * into scrolls/books/wands, makes it unidentified, hides the value, etc. */ + /* 4/28/96 added creator object from which op may now inherit properties based on * op->type. Right now, which stuff the creator passes on is object type * dependant. I know this is a spagetti manuever, but is there a cleaner * way to do this? b.t. */ + /* * ! (flags & GT_ENVIRONMENT): * Automatically calls fix_flesh_item(). @@ -816,14 +775,13 @@ * a working object - don't change magic, value, etc, but set it material * type as appropriate, for objects that need spell objects, set those, etc */ - void -fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) +fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) { int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; if (!creator || creator->type == op->type) - creator = op; /*safety & to prevent polymorphed objects giving attributes */ + creator = op; /*safety & to prevent polymorphed objects giving attributes */ /* If we make an artifact, this information will be destroyed */ save_item_power = op->item_power; @@ -831,74 +789,79 @@ if (op->randomitems && op->type != SPELL) { - create_treasure (op->randomitems, op, flags, difficulty, 0); - if (!op->inv) - LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); - + create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0); /* So the treasure doesn't get created again */ - op->randomitems = NULL; + op->randomitems = 0; } if (difficulty < 1) difficulty = 1; + if (INVOKE_OBJECT (ADD_BONUS, op, + ARG_OBJECT (creator != op ? creator : 0), + ARG_INT (difficulty), ARG_INT (max_magic), + ARG_INT (flags))) + return; + if (!(flags & GT_MINIMAL)) { if (op->arch == crown_arch) - { - set_magic (difficulty, op, max_magic, flags); - num_enchantments = calc_item_power (op, 1); - generate_artifact (op, difficulty); - } + { + set_magic (difficulty, op, max_magic, flags); + num_enchantments = calc_item_power (op, 1); + generate_artifact (op, difficulty); + } else - { - if (!op->magic && max_magic) - set_magic (difficulty, op, max_magic, flags); - - num_enchantments = calc_item_power (op, 1); - - if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, - * used for shop_floors or treasures */ - generate_artifact (op, difficulty); - } + { + if (!op->magic && max_magic) + set_magic (difficulty, op, max_magic, flags); + + num_enchantments = calc_item_power (op, 1); + + if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT)) + || op->type == HORN + || difficulty >= settings.max_level) /* high difficulties always generate an artifact, + * used for shop_floors or treasures */ + generate_artifact (op, difficulty); + } /* Object was made an artifact. Calculate its item_power rating. * the item_power in the object is what the artfiact adds. */ if (op->title) - { - /* if save_item_power is set, then most likely we started with an - * artifact and have added new abilities to it - this is rare, but - * but I have seen things like 'strange rings of fire'. So just figure - * out the power from the base power plus what this one adds. Note - * that since item_power is not quite linear, this actually ends up - * being somewhat of a bonus - */ - if (save_item_power) - op->item_power = save_item_power + get_power_from_ench (op->item_power); - else - op->item_power = get_power_from_ench (op->item_power + num_enchantments); - } + { + /* if save_item_power is set, then most likely we started with an + * artifact and have added new abilities to it - this is rare, but + * but I have seen things like 'strange rings of fire'. So just figure + * out the power from the base power plus what this one adds. Note + * that since item_power is not quite linear, this actually ends up + * being somewhat of a bonus + */ + if (save_item_power) + op->item_power = save_item_power + get_power_from_ench (op->item_power); + else + op->item_power = get_power_from_ench (op->item_power + num_enchantments); + } else if (save_item_power) - { - /* restore the item_power field to the object if we haven't changed it. - * we don't care about num_enchantments - that will basically just - * have calculated some value from the base attributes of the archetype. - */ - op->item_power = save_item_power; - } + { + /* restore the item_power field to the object if we haven't changed it. + * we don't care about num_enchantments - that will basically just + * have calculated some value from the base attributes of the archetype. + */ + op->item_power = save_item_power; + } else - { - /* item_power was zero. This is suspicious, as it may be because it - * was never previously calculated. Let's compute a value and see if - * it is non-zero. If it indeed is, then assign it as the new - * item_power value. - * - gros, 21th of July 2006. - */ - op->item_power = calc_item_power (op, 0); - save_item_power = op->item_power; /* Just in case it would get used - * again below */ - } + { + /* item_power was zero. This is suspicious, as it may be because it + * was never previously calculated. Let's compute a value and see if + * it is non-zero. If it indeed is, then assign it as the new + * item_power value. + * - gros, 21th of July 2006. + */ + op->item_power = calc_item_power (op, 0); + save_item_power = op->item_power; /* Just in case it would get used + * again below */ + } } /* materialtype modifications. Note we allow this on artifacts. */ @@ -907,233 +870,233 @@ if (flags & GT_MINIMAL) { if (op->type == POTION) - /* Handle healing and magic power potions */ - if (op->stats.sp && !op->randomitems) - { - object *tmp; - - tmp = get_archetype (spell_mapping[op->stats.sp]); - insert_ob_in_ob (tmp, op); - op->stats.sp = 0; - } + /* Handle healing and magic power potions */ + if (op->stats.sp && !op->randomitems) + { + object *tmp; + + tmp = get_archetype (spell_mapping[op->stats.sp]); + insert_ob_in_ob (tmp, op); + op->stats.sp = 0; + } } - else if (!op->title) /* Only modify object if not special */ + else if (!op->title) /* Only modify object if not special */ switch (op->type) { - case WEAPON: - case ARMOUR: - case SHIELD: - case HELMET: - case CLOAK: - if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) - set_ring_bonus (op, -DICE2); - break; - - case BRACERS: - if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) - { - set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); - if (!QUERY_FLAG (op, FLAG_CURSED)) - op->value *= 3; - } - break; - - case POTION: - { - int too_many_tries = 0, is_special = 0; - - /* Handle healing and magic power potions */ - if (op->stats.sp && !op->randomitems) - { - object *tmp; - - tmp = get_archetype (spell_mapping[op->stats.sp]); - insert_ob_in_ob (tmp, op); - op->stats.sp = 0; - } - - while (!(is_special = special_potion (op)) && !op->inv) - { - generate_artifact (op, difficulty); - if (too_many_tries++ > 10) - break; - } - - /* don't want to change value for healing/magic power potions, - * since the value set on those is already correct. - */ - if (op->inv && op->randomitems) - { - /* value multiplier is same as for scrolls */ - op->value = (op->value * op->inv->value); - op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; - } - else - { - op->name = "potion"; - op->name_pl = "potions"; - } - - if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) - SET_FLAG (op, FLAG_CURSED); - break; - } - - case AMULET: - if (op->arch == amulet_arch) - op->value *= 5; /* Since it's not just decoration */ - - case RING: - if (op->arch == NULL) - { - remove_ob (op); - free_object (op); - op = NULL; - break; - } - - if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ - break; - - if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) - SET_FLAG (op, FLAG_CURSED); - - set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); - - if (op->type != RING) /* Amulets have only one ability */ - break; - - if (!(RANDOM () % 4)) - { - int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; - - if (d > 0) - op->value *= 3; - - set_ring_bonus (op, d); - - if (!(RANDOM () % 4)) - { - int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; - if (d > 0) - op->value *= 5; - set_ring_bonus (op, d); - } - } - - if (GET_ANIM_ID (op)) - SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); - - break; - - case BOOK: - /* Is it an empty book?, if yes lets make a special· - * msg for it, and tailor its properties based on the· - * creator and/or map level we found it on. - */ - if (!op->msg && RANDOM () % 10) - { - /* set the book level properly */ - if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) - { - if (op->map && op->map->difficulty) - op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; - else - op->level = RANDOM () % 20 + 1; - } - else - op->level = RANDOM () % creator->level; - - tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); - /* books w/ info are worth more! */ - op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); - /* creator related stuff */ - - /* for library, chained books. Note that some monsters have no_pick - * set - we don't want to set no pick in that case. - */ - if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) - SET_FLAG (op, FLAG_NO_PICK); - if (creator->slaying && !op->slaying) /* for check_inv floors */ - op->slaying = creator->slaying; - - /* add exp so reading it gives xp (once) */ - op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; - } - break; - - case SPELLBOOK: - op->value = op->value * op->inv->value; - /* add exp so learning gives xp */ - op->level = op->inv->level; - op->stats.exp = op->value; - break; - - case WAND: - /* nrof in the treasure list is number of charges, - * not number of wands. So copy that into food (charges), - * and reset nrof. - */ - op->stats.food = op->inv->nrof; - op->nrof = 1; - /* If the spell changes by level, choose a random level - * for it, and adjust price. If the spell doesn't - * change by level, just set the wand to the level of - * the spell, and value calculation is simpler. - */ - if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) - { - op->level = level_for_item (op, difficulty); - op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); - } - else - { - op->level = op->inv->level; - op->value = op->value * op->inv->value; - } - break; - - case ROD: - op->level = level_for_item (op, difficulty); - /* Add 50 to both level an divisor to keep prices a little more - * reasonable. Otherwise, a high level version of a low level - * spell can be worth tons a money (eg, level 20 rod, level 2 spell = - * 10 time multiplier). This way, the value are a bit more reasonable. - */ - op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); - /* maxhp is used to denote how many 'charges' the rod holds before */ - if (op->stats.maxhp) - op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); - else - op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); - - op->stats.hp = op->stats.maxhp; - break; - - case SCROLL: - op->level = level_for_item (op, difficulty); - op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); - - /* add exp so reading them properly gives xp */ - op->stats.exp = op->value / 5; - op->nrof = op->inv->nrof; - break; - - case RUNE: - trap_adjust (op, difficulty); - break; - - case TRAP: - trap_adjust (op, difficulty); - break; - } /* switch type */ + case WEAPON: + case ARMOUR: + case SHIELD: + case HELMET: + case CLOAK: + if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) + set_ring_bonus (op, -DICE2); + break; + + case BRACERS: + if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20)) + { + set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); + if (!QUERY_FLAG (op, FLAG_CURSED)) + op->value *= 3; + } + break; + + case POTION: + { + int too_many_tries = 0, is_special = 0; + + /* Handle healing and magic power potions */ + if (op->stats.sp && !op->randomitems) + { + object *tmp; + + tmp = get_archetype (spell_mapping[op->stats.sp]); + insert_ob_in_ob (tmp, op); + op->stats.sp = 0; + } + + while (!(is_special = special_potion (op)) && !op->inv) + { + generate_artifact (op, difficulty); + if (too_many_tries++ > 10) + break; + } + + /* don't want to change value for healing/magic power potions, + * since the value set on those is already correct. + */ + if (op->inv && op->randomitems) + { + /* value multiplier is same as for scrolls */ + op->value = (op->value * op->inv->value); + op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); + } + else + { + op->name = "potion"; + op->name_pl = "potions"; + } + + if (!(flags & GT_ONLY_GOOD) && rndm (2)) + SET_FLAG (op, FLAG_CURSED); + break; + } + + case AMULET: + if (op->arch == amulet_arch) + op->value *= 5; /* Since it's not just decoration */ + + case RING: + if (op->arch == NULL) + { + op->destroy (); + op = 0; + break; + } + + if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ + break; + + if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) + SET_FLAG (op, FLAG_CURSED); + + set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); + + if (op->type != RING) /* Amulets have only one ability */ + break; + + if (!(rndm (4))) + { + int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; + + if (d > 0) + op->value *= 3; + + set_ring_bonus (op, d); + + if (!(rndm (4))) + { + int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; + + if (d > 0) + op->value *= 5; + set_ring_bonus (op, d); + } + } + + if (GET_ANIM_ID (op)) + SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); + + break; + + case BOOK: + /* Is it an empty book?, if yes lets make a special· + * msg for it, and tailor its properties based on the· + * creator and/or map level we found it on. + */ + if (!op->msg && rndm (10)) + { + /* set the book level properly */ + if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) + { + if (op->map && op->map->difficulty) + op->level = rndm (op->map->difficulty) + rndm (10) + 1; + else + op->level = rndm (20) + 1; + } + else + op->level = rndm (creator->level); + + tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); + /* books w/ info are worth more! */ + op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); + /* creator related stuff */ + + /* for library, chained books. Note that some monsters have no_pick + * set - we don't want to set no pick in that case. + */ + if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) + SET_FLAG (op, FLAG_NO_PICK); + if (creator->slaying && !op->slaying) /* for check_inv floors */ + op->slaying = creator->slaying; + + /* add exp so reading it gives xp (once) */ + op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; + } + break; + + case SPELLBOOK: + op->value = op->value * op->inv->value; + /* add exp so learning gives xp */ + op->level = op->inv->level; + op->stats.exp = op->value; + break; + + case WAND: + /* nrof in the treasure list is number of charges, + * not number of wands. So copy that into food (charges), + * and reset nrof. + */ + op->stats.food = op->inv->nrof; + op->nrof = 1; + /* If the spell changes by level, choose a random level + * for it, and adjust price. If the spell doesn't + * change by level, just set the wand to the level of + * the spell, and value calculation is simpler. + */ + if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) + { + op->level = level_for_item (op, difficulty); + op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); + } + else + { + op->level = op->inv->level; + op->value = op->value * op->inv->value; + } + break; + + case ROD: + op->level = level_for_item (op, difficulty); + /* Add 50 to both level an divisor to keep prices a little more + * reasonable. Otherwise, a high level version of a low level + * spell can be worth tons a money (eg, level 20 rod, level 2 spell = + * 10 time multiplier). This way, the value are a bit more reasonable. + */ + op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); + /* maxhp is used to denote how many 'charges' the rod holds before */ + if (op->stats.maxhp) + op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace); + else + op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace); + + op->stats.hp = op->stats.maxhp; + break; + + case SCROLL: + op->level = level_for_item (op, difficulty); + op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); + + /* add exp so reading them properly gives xp */ + op->stats.exp = op->value / 5; + op->nrof = op->inv->nrof; + break; + + case RUNE: + trap_adjust (op, difficulty); + break; + + case TRAP: + trap_adjust (op, difficulty); + break; + } /* switch type */ if (flags & GT_STARTEQUIP) { if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) - SET_FLAG (op, FLAG_STARTEQUIP); + SET_FLAG (op, FLAG_STARTEQUIP); else if (op->type != MONEY) - op->value = 0; + op->value = 0; } if (!(flags & GT_ENVIRONMENT)) @@ -1151,57 +1114,38 @@ /* * Allocate and return the pointer to an empty artifactlist structure. */ - static artifactlist * get_empty_artifactlist (void) { - artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); - if (tl == NULL) - fatal (OUT_OF_MEMORY); - tl->next = NULL; - tl->items = NULL; - tl->total_chance = 0; - return tl; + return salloc0 (); } /* * Allocate and return the pointer to an empty artifact structure. */ - static artifact * get_empty_artifact (void) { - artifact *t = (artifact *) malloc (sizeof (artifact)); - if (t == NULL) - fatal (OUT_OF_MEMORY); - t->item = NULL; - t->next = NULL; - t->chance = 0; - t->difficulty = 0; - t->allowed = NULL; - return t; + return salloc0 (); } /* * Searches the artifact lists and returns one that has the same type * of objects on it. */ - artifactlist * find_artifactlist (int type) { - artifactlist *al; - - for (al = first_artifactlist; al != NULL; al = al->next) + for (artifactlist *al = first_artifactlist; al; al = al->next) if (al->type == type) return al; - return NULL; + + return 0; } /* * For debugging purposes. Dumps all tables. */ - void dump_artifacts (void) { @@ -1214,16 +1158,16 @@ { fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); for (art = al->items; art != NULL; art = art->next) - { - fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); - if (art->allowed != NULL) - { - fprintf (logfile, "\tAllowed combinations:"); - for (next = art->allowed; next != NULL; next = next->next) - fprintf (logfile, "%s,", &next->name); - fprintf (logfile, "\n"); - } - } + { + fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); + if (art->allowed != NULL) + { + fprintf (logfile, "\tallowed combinations:"); + for (next = art->allowed; next != NULL; next = next->next) + fprintf (logfile, "%s,", &next->name); + fprintf (logfile, "\n"); + } + } } fprintf (logfile, "\n"); } @@ -1232,49 +1176,61 @@ * For debugging purposes. Dumps all treasures recursively (see below). */ void -dump_monster_treasure_rec (const char *name, treasure * t, int depth) +dump_monster_treasure_rec (const char *name, treasure *t, int depth) { treasurelist *tl; int i; if (depth > 100) return; - while (t != NULL) + + while (t) { - if (t->name != NULL) - { - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - fprintf (logfile, "{ (list: %s)\n", &t->name); - tl = find_treasurelist (t->name); - dump_monster_treasure_rec (name, tl->items, depth + 2); - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - fprintf (logfile, "} (end of list: %s)\n", &t->name); - } + if (t->name) + { + for (i = 0; i < depth; i++) + fprintf (logfile, " "); + + fprintf (logfile, "{ (list: %s)\n", &t->name); + + tl = treasurelist::find (t->name); + if (tl) + dump_monster_treasure_rec (name, tl->items, depth + 2); + + for (i = 0; i < depth; i++) + fprintf (logfile, " "); + + fprintf (logfile, "} (end of list: %s)\n", &t->name); + } else - { - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - if (t->item->clone.type == FLESH) - fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); - else - fprintf (logfile, "%s\n", &t->item->clone.name); - } - if (t->next_yes != NULL) - { - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - fprintf (logfile, " (if yes)\n"); - dump_monster_treasure_rec (name, t->next_yes, depth + 1); - } - if (t->next_no != NULL) - { - for (i = 0; i < depth; i++) - fprintf (logfile, " "); - fprintf (logfile, " (if no)\n"); - dump_monster_treasure_rec (name, t->next_no, depth + 1); - } + { + for (i = 0; i < depth; i++) + fprintf (logfile, " "); + + if (t->item && t->item->clone.type == FLESH) + fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); + else + fprintf (logfile, "%s\n", &t->item->clone.name); + } + + if (t->next_yes) + { + for (i = 0; i < depth; i++) + fprintf (logfile, " "); + + fprintf (logfile, " (if yes)\n"); + dump_monster_treasure_rec (name, t->next_yes, depth + 1); + } + + if (t->next_no) + { + for (i = 0; i < depth; i++) + fprintf (logfile, " "); + + fprintf (logfile, " (if no)\n"); + dump_monster_treasure_rec (name, t->next_no, depth + 1); + } + t = t->next; } } @@ -1283,7 +1239,6 @@ * For debugging purposes. Dumps all treasures for a given monster. * Created originally by Raphael Quinet for debugging the alchemy code. */ - void dump_monster_treasure (const char *name) { @@ -1292,17 +1247,20 @@ found = 0; fprintf (logfile, "\n"); + for (at = first_archetype; at != NULL; at = at->next) if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) { - fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); - if (at->clone.randomitems != NULL) - dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); - else - fprintf (logfile, "(nothing)\n"); - fprintf (logfile, "\n"); - found++; + fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); + if (at->clone.randomitems != NULL) + dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); + else + fprintf (logfile, "(nothing)\n"); + + fprintf (logfile, "\n"); + found++; } + if (found == 0) fprintf (logfile, "No objects have the name %s!\n\n", name); } @@ -1310,15 +1268,12 @@ /* * Builds up the lists of artifacts from the file in the libdir. */ - void init_artifacts (void) { static int has_been_inited = 0; - char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; + char filename[MAX_BUF]; artifact *art = NULL; - linked_char *tmp; - int value, comp; artifactlist *al; if (has_been_inited) @@ -1327,82 +1282,99 @@ has_been_inited = 1; sprintf (filename, "%s/artifacts", settings.datadir); - object_thawer thawer (filename); + object_thawer f (filename); - if (!thawer) + if (!f) return; - while (fgets (buf, HUGE_BUF, thawer) != NULL) - { - if (*buf == '#') - continue; - if ((cp = strchr (buf, '\n')) != NULL) - *cp = '\0'; - cp = buf; - while (*cp == ' ') /* Skip blanks */ - cp++; - if (*cp == '\0') - continue; - - if (!strncmp (cp, "Allowed", 7)) - { - if (art == NULL) - { - art = get_empty_artifact (); - nrofartifacts++; - } - cp = strchr (cp, ' ') + 1; - if (!strcmp (cp, "all")) - continue; - - do - { - nrofallowedstr++; - if ((next = strchr (cp, ',')) != NULL) - *(next++) = '\0'; - tmp = new linked_char; - tmp->name = cp; - tmp->next = art->allowed; - art->allowed = tmp; - } - while ((cp = next) != NULL); - } - else if (sscanf (cp, "chance %d", &value)) - art->chance = (uint16) value; - else if (sscanf (cp, "difficulty %d", &value)) - art->difficulty = (uint8) value; - else if (!strncmp (cp, "Object", 6)) - { - art->item = (object *) calloc (1, sizeof (object)); - reset_object (art->item); - if (!load_object (thawer, art->item, LO_LINEMODE, 0)) - LOG (llevError, "Init_Artifacts: Could not load object.\n"); - art->item->name = strchr (cp, ' ') + 1; - al = find_artifactlist (art->item->type); - if (al == NULL) - { - al = get_empty_artifactlist (); - al->type = art->item->type; - al->next = first_artifactlist; - first_artifactlist = al; - } - art->next = al->items; - al->items = art; - art = NULL; - } - else - LOG (llevError, "Unknown input in artifact file: %s\n", buf); - } + f.next (); - for (al = first_artifactlist; al != NULL; al = al->next) + for (;;) { - for (art = al->items; art != NULL; art = art->next) - { - if (!art->chance) - LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); - else - al->total_chance += art->chance; - } + switch (f.kw) + { + case KW_allowed: + if (!art) + art = get_empty_artifact (); + + { + if (!strcmp (f.get_str (), "all")) + break; + + char *next, *cp = f.get_str (); + + do + { + if ((next = strchr (cp, ','))) + *next++ = '\0'; + + linked_char *tmp = new linked_char; + + tmp->name = cp; + tmp->next = art->allowed; + art->allowed = tmp; + } + while ((cp = next)); + } + break; + + case KW_chance: + f.get (art->chance); + break; + + case KW_difficulty: + f.get (art->difficulty); + break; + + case KW_object: + { + art->item = object::create (); + f.get (art->item->name); + f.next (); + + if (!art->item->parse_kv (f)) + LOG (llevError, "Init_Artifacts: Could not load object.\n"); + + al = find_artifactlist (art->item->type); + + if (!al) + { + al = get_empty_artifactlist (); + al->type = art->item->type; + al->next = first_artifactlist; + first_artifactlist = al; + } + + art->next = al->items; + al->items = art; + art = 0; + } + continue; + + case KW_EOF: + goto done; + + default: + if (!f.parse_error ("artifacts file")) + cleanup ("artifacts file required"); + break; + } + + f.next (); + } + +done: + for (al = first_artifactlist; al; al = al->next) + { + al->total_chance = 0; + + for (art = al->items; art; art = art->next) + { + if (!art->chance) + LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); + else + al->total_chance += art->chance; + } #if 0 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); #endif @@ -1411,21 +1383,19 @@ LOG (llevDebug, "done.\n"); } - /* * Used in artifact generation. The bonuses of the first object * is modified by the bonuses of the second object. */ - void -add_abilities (object * op, object * change) +add_abilities (object *op, object *change) { - int i, j, tmp; + int i, tmp; if (change->face != blank_face) { #ifdef TREASURE_VERBOSE - LOG (llevDebug, "FACE: %d\n", change->face->number); + LOG (llevDebug, "add_abilities change face: %d\n", change->face); #endif op->face = change->face; } @@ -1469,14 +1439,15 @@ CLEAR_FLAG (op, FLAG_ANIMATE); /* so artifacts will join */ if (!QUERY_FLAG (op, FLAG_ALIVE)) - op->speed = 0.0; - update_ob_speed (op); + op->speed = 0.0; + + op->set_speed (op->speed); } if (change->nrof) - op->nrof = RANDOM () % ((int) change->nrof) + 1; + op->nrof = rndm (change->nrof) + 1; - op->stats.exp += change->stats.exp; /* Speed modifier */ + op->stats.exp += change->stats.exp; /* Speed modifier */ op->stats.wc += change->stats.wc; op->stats.ac += change->stats.ac; @@ -1487,19 +1458,16 @@ * this object. */ if (op->type == HORN || op->type == POTION) - { - object *tmp_obj; - /* Remove any spells this object currently has in it */ - while (op->inv) - { - tmp_obj = op->inv; - remove_ob (tmp_obj); - free_object (tmp_obj); - } - - tmp_obj = arch_to_object (change->other_arch); - insert_ob_in_ob (tmp_obj, op); - } + { + object *tmp_obj; + + /* Remove any spells this object currently has in it */ + while (op->inv) + op->inv->destroy (); + + tmp_obj = arch_to_object (change->other_arch); + insert_ob_in_ob (tmp_obj, op); + } /* No harm setting this for potions/horns */ op->other_arch = change->other_arch; } @@ -1542,60 +1510,56 @@ op->item_power = change->item_power; for (i = 0; i < NROFATTACKS; i++) - { - if (change->resist[i]) - { - op->resist[i] += change->resist[i]; - } - } + if (change->resist[i]) + op->resist[i] += change->resist[i]; if (change->stats.dam) { if (change->stats.dam < 0) - op->stats.dam = (-change->stats.dam); + op->stats.dam = (-change->stats.dam); else if (op->stats.dam) - { - tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); - if (tmp == op->stats.dam) - { - if (change->stats.dam < 10) - op->stats.dam--; - else - op->stats.dam++; - } - else - op->stats.dam = tmp; - } + { + tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); + if (tmp == op->stats.dam) + { + if (change->stats.dam < 10) + op->stats.dam--; + else + op->stats.dam++; + } + else + op->stats.dam = tmp; + } } if (change->weight) { if (change->weight < 0) - op->weight = (-change->weight); + op->weight = (-change->weight); else - op->weight = (op->weight * (change->weight)) / 100; + op->weight = (op->weight * (change->weight)) / 100; } if (change->last_sp) { if (change->last_sp < 0) - op->last_sp = (-change->last_sp); + op->last_sp = (-change->last_sp); else - op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); + op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); } if (change->gen_sp_armour) { if (change->gen_sp_armour < 0) - op->gen_sp_armour = (-change->gen_sp_armour); + op->gen_sp_armour = (-change->gen_sp_armour); else - op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); + op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); } op->value *= change->value; - if (change->material) - op->material = change->material; + if (change->materials) + op->materials = change->materials; if (change->materialname) op->materialname = change->materialname; @@ -1611,34 +1575,36 @@ } static int -legal_artifact_combination (object * op, artifact * art) +legal_artifact_combination (object *op, artifact *art) { int neg, success = 0; linked_char *tmp; const char *name; - if (art->allowed == (linked_char *) NULL) - return 1; /* Ie, "all" */ + if (!art->allowed) + return 1; /* Ie, "all" */ + for (tmp = art->allowed; tmp; tmp = tmp->next) { #ifdef TREASURE_VERBOSE - LOG (llevDebug, "legal_art: %s\n", tmp->name); + LOG (llevDebug, "legal_art: %s\n", &tmp->name); #endif if (*tmp->name == '!') - name = tmp->name + 1, neg = 1; + name = tmp->name + 1, neg = 1; else - name = tmp->name, neg = 0; + name = tmp->name, neg = 0; /* If we match name, then return the opposite of 'neg' */ if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) - return !neg; + return !neg; /* Set success as true, since if the match was an inverse, it means * everything is allowed except what we match */ else if (neg) - success = 1; + success = 1; } + return success; } @@ -1648,17 +1614,18 @@ */ void -give_artifact_abilities (object * op, object * artifct) +give_artifact_abilities (object *op, object *artifct) { char new_name[MAX_BUF]; sprintf (new_name, "of %s", &artifct->name); op->title = new_name; - add_abilities (op, artifct); /* Give out the bonuses */ + add_abilities (op, artifct); /* Give out the bonuses */ -#if 0 /* Bit verbose, but keep it here until next time I need it... */ +#if 0 /* Bit verbose, but keep it here until next time I need it... */ { char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); + SET_FLAG (op, FLAG_IDENTIFIED); LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); if (!identified) @@ -1680,7 +1647,7 @@ #define ARTIFACT_TRIES 2 void -generate_artifact (object * op, int difficulty) +generate_artifact (object *op, int difficulty) { artifactlist *al; artifact *art; @@ -1690,7 +1657,7 @@ if (al == NULL) { -#if 0 /* This is too verbose, usually */ +#if 0 /* This is too verbose, usually */ LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); #endif return; @@ -1698,38 +1665,39 @@ for (i = 0; i < ARTIFACT_TRIES; i++) { - int roll = RANDOM () % al->total_chance; + int roll = rndm (al->total_chance); - for (art = al->items; art != NULL; art = art->next) - { - roll -= art->chance; - if (roll < 0) - break; - } + for (art = al->items; art; art = art->next) + { + roll -= art->chance; + if (roll < 0) + break; + } if (art == NULL || roll >= 0) - { + { #if 1 - LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); + LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); #endif - return; - } + return; + } if (!strcmp (art->item->name, "NONE")) - return; + return; if (FABS (op->magic) < art->item->magic) - continue; /* Not magic enough to be this item */ + continue; /* Not magic enough to be this item */ /* Map difficulty not high enough */ if (difficulty < art->difficulty) - continue; + continue; if (!legal_artifact_combination (op, art)) - { + { #ifdef TREASURE_VERBOSE - LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); + LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name); #endif - continue; - } + continue; + } + give_artifact_abilities (op, art->item); return; } @@ -1741,7 +1709,7 @@ */ void -fix_flesh_item (object * item, object * donor) +fix_flesh_item (object *item, object *donor) { char tmpbuf[MAX_BUF]; int i; @@ -1749,12 +1717,14 @@ if (item->type == FLESH && donor) { /* change the name */ - sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; - sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; + sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); + item->name = tmpbuf; + sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); + item->name_pl = tmpbuf; /* weight is FLESH weight/100 * donor */ if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) - item->weight = 1; + item->weight = 1; /* value is multiplied by level of donor */ item->value *= isqrt (donor->level * 2); @@ -1766,35 +1736,31 @@ * full effect. */ for (i = 0; i < NROFATTACKS; i++) - item->resist[i] = donor->resist[i] / 2; + item->resist[i] = donor->resist[i] / 2; /* item inherits donor's level (important for quezals) */ item->level = donor->level; /* if donor has some attacktypes, the flesh is poisonous */ if (donor->attacktype & AT_POISON) - item->type = POISON; + item->type = POISON; if (donor->attacktype & AT_ACID) - item->stats.hp = -1 * item->stats.food; + item->stats.hp = -1 * item->stats.food; SET_FLAG (item, FLAG_NO_STEAL); } } /* special_potion() - so that old potion code is still done right. */ - int -special_potion (object * op) +special_potion (object *op) { - - int i; - if (op->attacktype) return 1; if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) return 1; - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) if (op->resist[i]) return 1; @@ -1802,19 +1768,17 @@ } void -free_treasurestruct (treasure * t) +free_treasurestruct (treasure *t) { - if (t->next) - free_treasurestruct (t->next); - if (t->next_yes) - free_treasurestruct (t->next_yes); - if (t->next_no) - free_treasurestruct (t->next_no); - free (t); + if (t->next) free_treasurestruct (t->next); + if (t->next_yes) free_treasurestruct (t->next_yes); + if (t->next_no) free_treasurestruct (t->next_no); + + delete t; } void -free_charlinks (linked_char * lc) +free_charlinks (linked_char *lc) { if (lc->next) free_charlinks (lc->next); @@ -1823,31 +1787,29 @@ } void -free_artifact (artifact * at) +free_artifact (artifact *at) { + if (at->next) free_artifact (at->next); + if (at->allowed) free_charlinks (at->allowed); - if (at->next) - free_artifact (at->next); - if (at->allowed) - free_charlinks (at->allowed); - - delete at->item; + at->item->destroy (1); - delete at; + sfree (at); } void -free_artifactlist (artifactlist * al) +free_artifactlist (artifactlist *al) { artifactlist *nextal; - for (al = first_artifactlist; al != NULL; al = nextal) + + for (al = first_artifactlist; al; al = nextal) { nextal = al->next; + if (al->items) - { - free_artifact (al->items); - } - free (al); + free_artifact (al->items); + + sfree (al); } } @@ -1856,13 +1818,13 @@ { treasurelist *tl, *next; - - for (tl = first_treasurelist; tl != NULL; tl = next) + for (tl = first_treasurelist; tl; tl = next) { + clear (tl); + next = tl->next; - if (tl->items) - free_treasurestruct (tl->items); delete tl; } + free_artifactlist (first_artifactlist); }