--- deliantra/server/common/treasure.C 2007/01/03 02:30:51 1.30 +++ deliantra/server/common/treasure.C 2007/07/01 05:00:18 1.64 @@ -1,27 +1,25 @@ /* - 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 -*/ - -#define ALLOWED_COMBINATION + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Crossfire TRT 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 3 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, see . + * + * The authors can be reached via e-mail to + */ /* TREASURE_DEBUG does some checking on the treasurelists after loading. * It is useful for finding bugs in the treasures file. Since it only @@ -32,126 +30,84 @@ /* TREASURE_VERBOSE enables copious output concerning artifact generation */ -/* #define TREASURE_VERBOSE */ +//#define TREASURE_VERBOSE #include #include #include #include +extern char *spell_mapping[]; + +static treasurelist *first_treasurelist; static void change_treasure (treasure *t, object *op); /* overrule default values */ -extern char *spell_mapping[]; + +typedef std::tr1::unordered_map< + const char *, + treasurelist *, + str_hash, + str_equal, + slice_allocator< std::pair >, + true +> tl_map_t; + +static tl_map_t tl_map; /* - * Initialize global archtype pointers: + * Searches for the given treasurelist */ - -void -init_archetype_pointers () +treasurelist * +treasurelist::find (const char *name) { - int prev_warn = warn_archetypes; + if (!name) + return 0; - warn_archetypes = 1; - if (ring_arch == NULL) - ring_arch = archetype::find ("ring"); - if (amulet_arch == NULL) - amulet_arch = archetype::find ("amulet"); - if (staff_arch == NULL) - staff_arch = archetype::find ("staff"); - if (crown_arch == NULL) - crown_arch = archetype::find ("crown"); - warn_archetypes = prev_warn; -} + auto (i, tl_map.find (name)); -/* - * Allocate and return the pointer to an empty treasurelist structure. - */ + if (i == tl_map.end ()) + return 0; -static treasurelist * -get_empty_treasurelist (void) -{ - return new treasurelist; + return i->second; } /* - * Allocate and return the pointer to an empty treasure structure. + * Searches for the given treasurelist in the globally linked list + * of treasurelists which has been built by load_treasures(). */ -//TODO: make this a constructor -static treasure * -get_empty_treasure (void) +treasurelist * +treasurelist::get (const char *name) { - treasure *t = new treasure; + treasurelist *tl = find (name); - t->chance = 100; + if (!tl) + { + tl = new treasurelist; - return t; -} + tl->name = name; + tl->next = first_treasurelist; + first_treasurelist = tl; -/* - * Reads the lib/treasure file from disk, and parses the contents - * into an internal treasure structure (very linked lists) - */ + tl_map.insert (std::make_pair (tl->name, tl)); + } -static treasure * -load_treasure (FILE * fp, int *line) -{ - char buf[MAX_BUF], *cp, variable[MAX_BUF]; - treasure *t = get_empty_treasure (); - int value; + return tl; +} - nroftreasures++; - while (fgets (buf, MAX_BUF, fp) != NULL) +//TODO: class method +void +clear (treasurelist *tl) +{ + if (tl->items) { - (*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 = archetype::find (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); + free_treasurestruct (tl->items); + tl->items = 0; } - LOG (llevError, "treasure lacks 'end'.\n"); - return t; + + tl->total_chance = 0; } #ifdef TREASURE_DEBUG - /* recursived checks the linked list. Treasurelist is passed only * so that the treasure name can be printed out */ @@ -160,115 +116,105 @@ { 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) - 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; + coroapi::cede_to_tick_every (10); - if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) + switch (f.kw) { - treasurelist *tl = get_empty_treasurelist (); + case KW_arch: + t->item = archetype::get (f.get_str ()); + break; - 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; - } - } + 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; } - else - LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line); - } - close_and_delete (fp, comp); -#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 + 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) { - shstr_cmp name_ (name); + assert (f.kw == KW_treasure || f.kw == KW_treasureone); - if (!name_) + 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; - for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next) - if (name_ == tl->name) - return tl; + /* 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 (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->archname : &t->name); + LOG (llevError, " the next_yes or next_no field is set\n"); + } - if (first_treasurelist) - LOG (llevError, "Couldn't find treasurelist %s\n", name); + tl->total_chance += t->chance; + } + } - return 0; + return tl; } - /* * Generates the objects specified by the given treasure. * It goes recursively through the rest of the linked list. @@ -283,17 +229,29 @@ static void 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 - * by another object. - */ - if (flags & GT_ENVIRONMENT && op->type != SPELL) + if (flags & GT_ENVIRONMENT) { - SET_FLAG (op, FLAG_OBJ_ORIGINAL); - op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON); + /* 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 + * by another object. + */ + //TODO: flag such as objects... as such (no drop, anybody?) + if (op->type == SPELL) + { + op->destroy (); + return; + } + + 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 { @@ -302,8 +260,9 @@ if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) monster_check_apply (creator, op); - if ((flags & GT_UPDATE_INV) && (tmp = creator->in_player ())) - esrv_send_item (tmp, op); + if (flags & GT_UPDATE_INV) + if (object *tmp = creator->in_player ()) + esrv_send_item (tmp, op); } } @@ -327,49 +286,48 @@ op->slaying = t->change_arch.slaying; } -void +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 (difficulty >= t->magic) - { - treasurelist *tl = find_treasurelist (t->name); - if (tl) - create_treasure (tl, op, flag, difficulty, tries); - } + 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 && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) + if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE))) { - tmp = arch_to_object (t->item); + object *tmp = arch_to_object (t->item); + if (t->nrof && tmp->nrof <= 1) - tmp->nrof = RANDOM () % ((int) t->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 != NULL) + 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) @@ -378,7 +336,7 @@ return; } - for (t = tl->items; t != NULL; t = t->next) + for (t = tl->items; t; t = t->next) { value -= t->chance; @@ -387,42 +345,39 @@ } 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 (difficulty >= t->magic) { - treasurelist *tl = find_treasurelist (t->name); + 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; } - - if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) + else if (t->item && (t->item->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; + 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); + fix_generated_item (tmp, op, difficulty, t->magic, flag); + change_treasure (t, tmp); + put_treasure (tmp, op, flag); + } } } +void +object::create_treasure (treasurelist *tl, int flags) +{ + ::create_treasure (tl, this, flags, map ? map->difficulty : 0); +} + /* This calls the appropriate treasure creation function. tries is passed * to determine how many list transitions or attempts to create treasure * have been made. It is really in place to prevent infinite loops with @@ -433,12 +388,25 @@ void 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 (op->flag [FLAG_TREASURE_ENV]) + { + // do not generate items when there already is something above the object + if (op->flag [FLAG_IS_FLOOR] && op->above) + return; + + flag |= GT_ENVIRONMENT; + } + if (tl->total_chance) create_one_treasure (tl, op, flag, difficulty, tries); else @@ -455,13 +423,13 @@ { difficulty = clamp (difficulty, 1, settings.max_level); - object *ob = object::create (), *tmp; + 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) + object *tmp = ob->inv; + if (tmp) tmp->remove (); if (ob->inv) @@ -479,51 +447,47 @@ */ 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) { @@ -556,7 +520,6 @@ * weird integer between 1-31. * */ - int magic_from_difficulty (int difficulty) { @@ -571,7 +534,7 @@ if (scaled_diff >= DIFFLEVELS) scaled_diff = DIFFLEVELS - 1; - percent = RANDOM () % 100; + percent = rndm (100); for (magic = 0; magic < (MAXMAGIC + 1); magic++) { @@ -587,7 +550,7 @@ 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; @@ -610,17 +573,17 @@ 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) * (100 + magic * 10)) / 100; - if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ + 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; + op->weight = (op->arch->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 */ + if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ magic = (-magic); op->weight = (op->weight * (100 - magic * 10)) / 100; } @@ -654,23 +617,22 @@ * 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) { - 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) + if (rndm (2)) r = 10; else - r = 11 + RANDOM () % 9; + r = 11 + rndm (9); } } @@ -687,7 +649,7 @@ case 4: case 5: case 6: - set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); + op->stats.stat (r) += bonus; break; case 7: @@ -717,10 +679,10 @@ case 18: case 19: { - int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; + 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 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; + 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 @@ -728,16 +690,17 @@ * even values. */ if (bonus < 0) - val = 2 * -val - RANDOM () % b; + val = 2 * -val - rndm (b); if (val > 35) val = 35; /* Upper limit */ b = 0; + while (op->resist[resist_table[resist]] != 0 && b < 4) - { - resist = RANDOM () % num_resist_table; - } + 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. @@ -775,6 +738,7 @@ op->value = (op->value * 2) / 3; break; } + if (bonus > 0) op->value *= 2 * bonus; else @@ -789,7 +753,6 @@ * rings and amulets. * Another scheme is used to calculate the magic of weapons and armours. */ - int get_magic (int diff) { @@ -797,14 +760,16 @@ 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 @@ -828,7 +793,6 @@ * 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) { @@ -843,12 +807,9 @@ 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) @@ -875,7 +836,9 @@ 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, + 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); } @@ -943,12 +906,12 @@ case SHIELD: case HELMET: case CLOAK: - if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) + if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4))) set_ring_bonus (op, -DICE2); break; case BRACERS: - if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) + 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)) @@ -984,7 +947,7 @@ { /* value multiplier is same as for scrolls */ op->value = (op->value * op->inv->value); - op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; + op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty); } else { @@ -992,7 +955,7 @@ op->name_pl = "potions"; } - if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) + if (!(flags & GT_ONLY_GOOD) && rndm (2)) SET_FLAG (op, FLAG_CURSED); break; } @@ -1012,7 +975,7 @@ if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ break; - if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) + if (!(flags & GT_ONLY_GOOD) && !(rndm (3))) SET_FLAG (op, FLAG_CURSED); set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); @@ -1020,18 +983,18 @@ if (op->type != RING) /* Amulets have only one ability */ break; - if (!(RANDOM () % 4)) + if (!(rndm (4))) { - int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; + int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; if (d > 0) op->value *= 3; set_ring_bonus (op, d); - if (!(RANDOM () % 4)) + if (!(rndm (4))) { - int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; + int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; if (d > 0) op->value *= 5; @@ -1040,7 +1003,7 @@ } if (GET_ANIM_ID (op)) - SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); + SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op))); break; @@ -1049,18 +1012,18 @@ * msg for it, and tailor its properties based on the· * creator and/or map level we found it on. */ - if (!op->msg && RANDOM () % 10) + 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 = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; + op->level = rndm (op->map->difficulty) + rndm (10) + 1; else - op->level = RANDOM () % 20 + 1; + op->level = rndm (20) + 1; } else - op->level = RANDOM () % creator->level; + op->level = rndm (creator->level); tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); /* books w/ info are worth more! */ @@ -1169,59 +1132,38 @@ /* * Allocate and return the pointer to an empty artifactlist structure. */ - static artifactlist * get_empty_artifactlist (void) { - artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); - - if (al == NULL) - fatal (OUT_OF_MEMORY); - al->next = NULL; - al->items = NULL; - al->total_chance = 0; - return al; + return salloc0 (); } /* * Allocate and return the pointer to an empty artifact structure. */ - static artifact * get_empty_artifact (void) { - artifact *a = (artifact *) malloc (sizeof (artifact)); - - if (a == NULL) - fatal (OUT_OF_MEMORY); - a->item = NULL; - a->next = NULL; - a->chance = 0; - a->difficulty = 0; - a->allowed = NULL; - return a; + 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) { @@ -1238,7 +1180,7 @@ fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); if (art->allowed != NULL) { - fprintf (logfile, "\tAllowed combinations:"); + fprintf (logfile, "\tallowed combinations:"); for (next = art->allowed; next != NULL; next = next->next) fprintf (logfile, "%s,", &next->name); fprintf (logfile, "\n"); @@ -1259,34 +1201,41 @@ if (depth > 100) return; + while (t) { if (t->name) { for (i = 0; i < depth; i++) fprintf (logfile, " "); + fprintf (logfile, "{ (list: %s)\n", &t->name); - tl = find_treasurelist (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 && t->item->clone.type == FLESH) - fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); + + if (t->item && t->item->type == FLESH) + fprintf (logfile, "%s's %s\n", name, &t->item->object::name); else - fprintf (logfile, "%s\n", &t->item->clone.name); + fprintf (logfile, "%s\n", &t->item->object::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); } @@ -1295,6 +1244,7 @@ { for (i = 0; i < depth; i++) fprintf (logfile, " "); + fprintf (logfile, " (if no)\n"); dump_monster_treasure_rec (name, t->next_no, depth + 1); } @@ -1307,7 +1257,6 @@ * 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) { @@ -1316,17 +1265,20 @@ found = 0; fprintf (logfile, "\n"); - for (at = first_archetype; at != NULL; at = at->next) - if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) + + for_all_archetypes (at) + if (!strcasecmp (at->object::name, name) && at->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); + fprintf (logfile, "treasures for %s (arch: %s)\n", &at->object::name, &at->archname); + if (at->randomitems != NULL) + dump_monster_treasure_rec (at->object::name, at->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); } @@ -1334,15 +1286,12 @@ /* * 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; artifactlist *al; if (has_been_inited) @@ -1351,78 +1300,93 @@ 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; + f.next (); - if (!strncmp (cp, "Allowed", 7)) + for (;;) + { + switch (f.kw) { - if (art == NULL) - { + case KW_allowed: + if (!art) 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; + 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)); } - 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::create (); - - if (!load_object (thawer, art->item, 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) + break; + + case KW_chance: + f.get (art->chance); + break; + + case KW_difficulty: + f.get (art->difficulty); + break; + + case KW_object: { - al = get_empty_artifactlist (); - al->type = art->item->type; - al->next = first_artifactlist; - first_artifactlist = al; + 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; } - art->next = al->items; - al->items = art; - art = NULL; + continue; + + case KW_EOF: + goto done; + + default: + if (!f.parse_error ("artifacts file")) + cleanup ("artifacts file required"); + break; } - else - LOG (llevError, "Unknown input in artifact file: %s\n", buf); + + f.next (); } - for (al = first_artifactlist; al != NULL; al = al->next) +done: + for (al = first_artifactlist; al; al = al->next) { - for (art = al->items; art != NULL; art = art->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); @@ -1437,12 +1401,10 @@ 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) { @@ -1451,13 +1413,13 @@ 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; } for (i = 0; i < NUM_STATS; i++) - change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); + change_attr_value (&(op->stats), i, change->stats.stat (i)); op->attacktype |= change->attacktype; op->path_attuned |= change->path_attuned; @@ -1501,7 +1463,7 @@ } 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.wc += change->stats.wc; @@ -1614,8 +1576,8 @@ 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; @@ -1631,18 +1593,19 @@ } 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) + 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; @@ -1650,7 +1613,7 @@ 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))) + if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname))) return !neg; /* Set success as true, since if the match was an inverse, it means @@ -1659,6 +1622,7 @@ else if (neg) success = 1; } + return success; } @@ -1719,9 +1683,9 @@ 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) + for (art = al->items; art; art = art->next) { roll -= art->chance; if (roll < 0) @@ -1747,10 +1711,11 @@ 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; } + give_artifact_abilities (op, art->item); return; } @@ -1804,7 +1769,6 @@ } /* special_potion() - so that old potion code is still done right. */ - int special_potion (object *op) { @@ -1824,12 +1788,9 @@ void 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); + 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; } @@ -1844,21 +1805,18 @@ } 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); at->item->destroy (1); - delete at; + sfree (at); } void -free_artifactlist (artifactlist * al) +free_artifactlist (artifactlist *al) { artifactlist *nextal; @@ -1869,7 +1827,7 @@ if (al->items) free_artifact (al->items); - free (al); + sfree (al); } } @@ -1878,13 +1836,13 @@ { 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); }