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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.31 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.42 by root, Mon Apr 16 10:14:25 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24
25#define ALLOWED_COMBINATION
26 24
27/* TREASURE_DEBUG does some checking on the treasurelists after loading. 25/* TREASURE_DEBUG does some checking on the treasurelists after loading.
28 * It is useful for finding bugs in the treasures file. Since it only 26 * It is useful for finding bugs in the treasures file. Since it only
29 * slows the startup some (and not actual game play), it is by default 27 * slows the startup some (and not actual game play), it is by default
30 * left on 28 * left on
31 */ 29 */
32#define TREASURE_DEBUG 30#define TREASURE_DEBUG
33 31
34/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 32/* TREASURE_VERBOSE enables copious output concerning artifact generation */
35 33
36/* #define TREASURE_VERBOSE */ 34//#define TREASURE_VERBOSE
37 35
38#include <global.h> 36#include <global.h>
39#include <treasure.h> 37#include <treasure.h>
40#include <funcpoint.h> 38#include <funcpoint.h>
41#include <loader.h> 39#include <loader.h>
42 40
41extern char *spell_mapping[];
42
43static treasurelist *first_treasurelist;
43 44
44static void change_treasure (treasure *t, object *op); /* overrule default values */ 45static void change_treasure (treasure *t, object *op); /* overrule default values */
45extern char *spell_mapping[]; 46
47typedef std::tr1::unordered_map<
48 const char *,
49 treasurelist *,
50 str_hash,
51 str_equal,
52 slice_allocator< std::pair<const char *const, treasurelist *> >,
53 true
54> tl_map_t;
55
56static tl_map_t tl_map;
46 57
47/* 58/*
48 * Initialize global archtype pointers: 59 * Initialize global archtype pointers:
49 */ 60 */
50
51void 61void
52init_archetype_pointers () 62init_archetype_pointers ()
53{ 63{
54 int prev_warn = warn_archetypes; 64 int prev_warn = warn_archetypes;
55 65
56 warn_archetypes = 1; 66 warn_archetypes = 1;
67
57 if (ring_arch == NULL) 68 if (ring_arch == NULL)
58 ring_arch = archetype::find ("ring"); 69 ring_arch = archetype::find ("ring");
59 if (amulet_arch == NULL) 70 if (amulet_arch == NULL)
60 amulet_arch = archetype::find ("amulet"); 71 amulet_arch = archetype::find ("amulet");
61 if (staff_arch == NULL) 72 if (staff_arch == NULL)
62 staff_arch = archetype::find ("staff"); 73 staff_arch = archetype::find ("staff");
63 if (crown_arch == NULL) 74 if (crown_arch == NULL)
64 crown_arch = archetype::find ("crown"); 75 crown_arch = archetype::find ("crown");
76
65 warn_archetypes = prev_warn; 77 warn_archetypes = prev_warn;
66} 78}
67 79
68/* 80/*
69 * Allocate and return the pointer to an empty treasurelist structure. 81 * Searches for the given treasurelist in the globally linked list
82 * of treasurelists which has been built by load_treasures().
70 */ 83 */
71
72static treasurelist * 84treasurelist *
73get_empty_treasurelist (void) 85treasurelist::find (const char *name)
74{ 86{
87 if (!name)
88 return 0;
89
90 AUTODECL (i, tl_map.find (name));
91
92 if (i == tl_map.end ())
93 return 0;
94
95 return i->second;
96}
97
98/*
99 * Searches for the given treasurelist in the globally linked list
100 * of treasurelists which has been built by load_treasures().
101 */
102treasurelist *
103treasurelist::get (const char *name)
104{
105 treasurelist *tl = find (name);
106
107 if (!tl)
108 {
75 return new treasurelist; 109 tl = new treasurelist;
76}
77 110
78/* 111 tl->name = name;
79 * Allocate and return the pointer to an empty treasure structure. 112 tl->next = first_treasurelist;
80 */ 113 first_treasurelist = tl;
81//TODO: make this a constructor
82static treasure *
83get_empty_treasure (void)
84{
85 treasure *t = new treasure;
86 114
87 t->chance = 100; 115 tl_map.insert (std::make_pair (tl->name, tl));
116 }
88 117
89 return t; 118 return tl;
119}
120
121//TODO: class method
122void
123clear (treasurelist *tl)
124{
125 if (tl->items)
126 {
127 free_treasurestruct (tl->items);
128 tl->items = 0;
129 }
90} 130}
91 131
92/* 132/*
93 * Reads the lib/treasure file from disk, and parses the contents 133 * Reads the lib/treasure file from disk, and parses the contents
94 * into an internal treasure structure (very linked lists) 134 * into an internal treasure structure (very linked lists)
95 */ 135 */
96
97static treasure * 136static treasure *
98load_treasure (FILE * fp, int *line) 137load_treasure (object_thawer &f)
99{ 138{
100 char buf[MAX_BUF], *cp, variable[MAX_BUF];
101 treasure *t = get_empty_treasure (); 139 treasure *t = new treasure;
102 int value; 140 int value;
103 141
104 nroftreasures++; 142 nroftreasures++;
105 while (fgets (buf, MAX_BUF, fp) != NULL)
106 {
107 (*line)++;
108 143
109 if (*buf == '#') 144 for (;;)
110 continue; 145 {
111 if ((cp = strchr (buf, '\n')) != NULL) 146 coroapi::cede_every (10);
112 *cp = '\0';
113 cp = buf;
114 while (isspace (*cp)) /* Skip blanks */
115 cp++;
116 147
117 if (sscanf (cp, "arch %s", variable)) 148 f.next ();
118 { 149
119 if ((t->item = archetype::find (variable)) == NULL) 150 switch (f.kw)
120 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
121 } 151 {
122 else if (sscanf (cp, "list %s", variable)) 152 case KW_arch:
123 t->name = variable; 153 if (!(t->item = archetype::find (f.get_str ())))
124 else if (sscanf (cp, "change_name %s", variable)) 154 LOG (llevError, "%s:%d treasure references unknown archetype '%s', skipping.\n", f.name, f.linenum, f.get_str ());
125 t->change_arch.name = variable; 155 break;
126 else if (sscanf (cp, "change_title %s", variable)) 156
127 t->change_arch.title = variable; 157 case KW_list: f.get (t->name); break;
128 else if (sscanf (cp, "change_slaying %s", variable)) 158 case KW_change_name: f.get (t->change_arch.name); break;
129 t->change_arch.slaying = variable; 159 case KW_change_title: f.get (t->change_arch.title); break;
130 else if (sscanf (cp, "chance %d", &value)) 160 case KW_change_slaying: f.get (t->change_arch.slaying); break;
131 t->chance = (uint8) value; 161 case KW_chance: f.get (t->chance); break;
132 else if (sscanf (cp, "nrof %d", &value)) 162 case KW_nrof: f.get (t->nrof); break;
133 t->nrof = (uint16) value; 163 case KW_magic: f.get (t->magic); break;
134 else if (sscanf (cp, "magic %d", &value)) 164
135 t->magic = (uint8) value; 165 case KW_yes: t->next_yes = load_treasure (f); break;
136 else if (!strcmp (cp, "yes")) 166 case KW_no: t->next_no = load_treasure (f); break;
137 t->next_yes = load_treasure (fp, line); 167
138 else if (!strcmp (cp, "no")) 168 case KW_end:
139 t->next_no = load_treasure (fp, line);
140 else if (!strcmp (cp, "end"))
141 return t;
142 else if (!strcmp (cp, "more"))
143 {
144 t->next = load_treasure (fp, line);
145 return t; 169 return t;
170
171 case KW_more:
172 t->next = load_treasure (f);
173 return t;
174
175 default:
176 if (!f.parse_error ("treasure list"))
177 return t; // error
178
179 return t;
146 } 180 }
147 else
148 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
149 } 181 }
150 LOG (llevError, "treasure lacks 'end'.\n");
151 return t;
152} 182}
153 183
154#ifdef TREASURE_DEBUG 184#ifdef TREASURE_DEBUG
155
156/* recursived checks the linked list. Treasurelist is passed only 185/* recursived checks the linked list. Treasurelist is passed only
157 * so that the treasure name can be printed out 186 * so that the treasure name can be printed out
158 */ 187 */
159static void 188static void
160check_treasurelist (const treasure *t, const treasurelist * tl) 189check_treasurelist (const treasure *t, const treasurelist * tl)
161{ 190{
162 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 191 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
163 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 192 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
164 /* find_treasurelist will print out its own error message */ 193
165 if (t->name && *t->name)
166 find_treasurelist (t->name);
167 if (t->next) 194 if (t->next)
168 check_treasurelist (t->next, tl); 195 check_treasurelist (t->next, tl);
196
169 if (t->next_yes) 197 if (t->next_yes)
170 check_treasurelist (t->next_yes, tl); 198 check_treasurelist (t->next_yes, tl);
199
171 if (t->next_no) 200 if (t->next_no)
172 check_treasurelist (t->next_no, tl); 201 check_treasurelist (t->next_no, tl);
173} 202}
174#endif 203#endif
175 204
176/* 205/*
177 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 206 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
178 * Each treasure is parsed with the help of load_treasure(). 207 * Each treasure is parsed with the help of load_treasure().
179 */ 208 */
180 209bool
181void
182load_treasures (void) 210load_treasures ()
183{ 211{
184 FILE *fp;
185 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
186 treasurelist *previous = NULL;
187 treasure *t; 212 treasure *t;
188 int comp, line = 0; 213 int comp, line = 0;
189 214
215 char filename[MAX_BUF];
190 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 216 sprintf (filename, "%s/%s", settings.datadir, settings.treasures);
191 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 217
218 object_thawer f (filename);
219
220 if (!f)
192 { 221 {
193 LOG (llevError, "Can't open treasure file.\n"); 222 LOG (llevError, "Can't open treasure file.\n");
194 return; 223 return false;
195 }
196 while (fgets (buf, MAX_BUF, fp) != NULL)
197 { 224 }
198 line++;
199 if (*buf == '#')
200 continue;
201 225
202 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name)) 226 f.next ();
203 {
204 treasurelist *tl = get_empty_treasurelist ();
205 227
206 tl->name = name; 228 for (;;)
207 if (previous == NULL) 229 {
208 first_treasurelist = tl; 230 switch (f.kw)
209 else 231 {
210 previous->next = tl; 232 case KW_treasure:
211 previous = tl; 233 case KW_treasureone:
212 tl->items = load_treasure (fp, &line);
213
214 /* This is a one of the many items on the list should be generated.
215 * Add up the chance total, and check to make sure the yes & no
216 * fields of the treasures are not being used.
217 */
218 if (!strncmp (buf, "treasureone", 11))
219 { 234 {
220 for (t = tl->items; t != NULL; t = t->next) 235 bool one = f.kw == KW_treasureone;
236 treasurelist *tl = treasurelist::get (f.get_str ());
237
238 clear (tl);
239 tl->items = load_treasure (f);
240
241 if (!tl->items)
242 return false;
243
244 /* This is a one of the many items on the list should be generated.
245 * Add up the chance total, and check to make sure the yes & no
246 * fields of the treasures are not being used.
247 */
248 if (one)
221 { 249 {
250 for (t = tl->items; t; t = t->next)
251 {
222#ifdef TREASURE_DEBUG 252#ifdef TREASURE_DEBUG
223 if (t->next_yes || t->next_no) 253 if (t->next_yes || t->next_no)
224 { 254 {
225 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 255 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
226 LOG (llevError, " the next_yes or next_no field is set\n"); 256 LOG (llevError, " the next_yes or next_no field is set\n");
257 }
258#endif
259 tl->total_chance += t->chance;
227 } 260 }
228#endif
229 tl->total_chance += t->chance;
230 } 261 }
231 } 262 }
232 } 263 break;
233 else
234 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
235 }
236 close_and_delete (fp, comp);
237 264
265 case KW_EOF:
238#ifdef TREASURE_DEBUG 266#ifdef TREASURE_DEBUG
239 /* Perform some checks on how valid the treasure data actually is. 267 /* Perform some checks on how valid the treasure data actually is.
240 * verify that list transitions work (ie, the list that it is supposed 268 * verify that list transitions work (ie, the list that it is supposed
241 * to transition to exists). Also, verify that at least the name 269 * to transition to exists). Also, verify that at least the name
242 * or archetype is set for each treasure element. 270 * or archetype is set for each treasure element.
243 */ 271 */
244 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 272 for (treasurelist *tl = first_treasurelist; tl; tl = tl->next)
245 check_treasurelist (previous->items, previous); 273 check_treasurelist (tl->items, tl);
246#endif 274#endif
247}
248
249/*
250 * Searches for the given treasurelist in the globally linked list
251 * of treasurelists which has been built by load_treasures().
252 */
253
254treasurelist *
255find_treasurelist (const char *name)
256{
257 shstr_cmp name_ (name);
258
259 if (!name_)
260 return 0;
261
262 for (treasurelist *tl = first_treasurelist; tl != 0; tl = tl->next)
263 if (name_ == tl->name)
264 return tl; 275 return true;
265 276
266 if (first_treasurelist) 277 default:
267 LOG (llevError, "Couldn't find treasurelist %s\n", name); 278 if (!f.parse_error ("treasure lists"))
279 return false;
268 280
269 return 0; 281 break;
270} 282 }
271 283
284 f.next ();
285 }
286}
272 287
273/* 288/*
274 * Generates the objects specified by the given treasure. 289 * Generates the objects specified by the given treasure.
275 * It goes recursively through the rest of the linked list. 290 * It goes recursively through the rest of the linked list.
276 * If there is a certain percental chance for a treasure to be generated, 291 * If there is a certain percental chance for a treasure to be generated,
326 341
327 if (t->change_arch.slaying) 342 if (t->change_arch.slaying)
328 op->slaying = t->change_arch.slaying; 343 op->slaying = t->change_arch.slaying;
329} 344}
330 345
331void 346static void
332create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 347create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
333{ 348{
334 object *tmp;
335
336 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 349 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
337 { 350 {
338 if (t->name) 351 if (t->name)
339 { 352 {
340 if (difficulty >= t->magic) 353 if (difficulty >= t->magic)
341 {
342 treasurelist *tl = find_treasurelist (t->name);
343 if (tl)
344 create_treasure (tl, op, flag, difficulty, tries); 354 create_treasure (treasurelist::find (t->name), op, flag, difficulty, tries);
345 }
346 } 355 }
347 else 356 else
348 { 357 {
349 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE))) 358 if (t->item && (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)))
350 { 359 {
351 tmp = arch_to_object (t->item); 360 object *tmp = arch_to_object (t->item);
361
352 if (t->nrof && tmp->nrof <= 1) 362 if (t->nrof && tmp->nrof <= 1)
353 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 363 tmp->nrof = rndm (t->nrof) + 1;
364
354 fix_generated_item (tmp, op, difficulty, t->magic, flag); 365 fix_generated_item (tmp, op, difficulty, t->magic, flag);
355 change_treasure (t, tmp); 366 change_treasure (t, tmp);
356 put_treasure (tmp, op, flag); 367 put_treasure (tmp, op, flag);
357 } 368 }
358 } 369 }
359 370
360 if (t->next_yes != NULL) 371 if (t->next_yes)
361 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 372 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
362 } 373 }
363 else if (t->next_no != NULL) 374 else if (t->next_no)
364 create_all_treasures (t->next_no, op, flag, difficulty, tries); 375 create_all_treasures (t->next_no, op, flag, difficulty, tries);
365 376
366 if (t->next != NULL) 377 if (t->next)
367 create_all_treasures (t->next, op, flag, difficulty, tries); 378 create_all_treasures (t->next, op, flag, difficulty, tries);
368} 379}
369 380
370void 381static void
371create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 382create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
372{ 383{
373 int value = RANDOM () % tl->total_chance; 384 int value = rndm (tl->total_chance);
374 treasure *t; 385 treasure *t;
375 386
376 if (tries++ > 100) 387 if (tries++ > 100)
377 { 388 {
378 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 389 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
379 return; 390 return;
380 } 391 }
381 392
382 for (t = tl->items; t != NULL; t = t->next) 393 for (t = tl->items; t; t = t->next)
383 { 394 {
384 value -= t->chance; 395 value -= t->chance;
385 396
386 if (value < 0) 397 if (value < 0)
387 break; 398 break;
388 } 399 }
389 400
390 if (!t || value >= 0) 401 if (!t || value >= 0)
391 {
392 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 402 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
393 abort ();
394 return;
395 }
396 403
397 if (t->name) 404 if (t->name)
398 { 405 {
399 if (difficulty >= t->magic) 406 if (difficulty >= t->magic)
400 { 407 {
401 treasurelist *tl = find_treasurelist (t->name); 408 treasurelist *tl = treasurelist::find (t->name);
402 if (tl) 409 if (tl)
403 create_treasure (tl, op, flag, difficulty, tries); 410 create_treasure (tl, op, flag, difficulty, tries);
404 } 411 }
405 else if (t->nrof) 412 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 413 create_one_treasure (tl, op, flag, difficulty, tries);
407
408 return;
409 } 414 }
410
411 if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE)) 415 else if (t->item && (t->item->clone.invisible != 0 || flag != GT_INVISIBLE))
412 { 416 {
413 object *tmp = arch_to_object (t->item); 417 if (object *tmp = arch_to_object (t->item))
414 418 {
415 if (!tmp)
416 return;
417
418 if (t->nrof && tmp->nrof <= 1) 419 if (t->nrof && tmp->nrof <= 1)
419 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 420 tmp->nrof = rndm (t->nrof) + 1;
420 421
421 fix_generated_item (tmp, op, difficulty, t->magic, flag); 422 fix_generated_item (tmp, op, difficulty, t->magic, flag);
422 change_treasure (t, tmp); 423 change_treasure (t, tmp);
423 put_treasure (tmp, op, flag); 424 put_treasure (tmp, op, flag);
425 }
424 } 426 }
425} 427}
426 428
427/* This calls the appropriate treasure creation function. tries is passed 429/* This calls the appropriate treasure creation function. tries is passed
428 * to determine how many list transitions or attempts to create treasure 430 * to determine how many list transitions or attempts to create treasure
432 * to do that. 434 * to do that.
433 */ 435 */
434void 436void
435create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries) 437create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
436{ 438{
439 // empty treasurelists are legal
440 if (!tl->items)
441 return;
437 442
438 if (tries++ > 100) 443 if (tries++ > 100)
439 { 444 {
440 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 445 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
441 return; 446 return;
442 } 447 }
448
443 if (tl->total_chance) 449 if (tl->total_chance)
444 create_one_treasure (tl, op, flag, difficulty, tries); 450 create_one_treasure (tl, op, flag, difficulty, tries);
445 else 451 else
446 create_all_treasures (tl->items, op, flag, difficulty, tries); 452 create_all_treasures (tl->items, op, flag, difficulty, tries);
447} 453}
479 * magical bonus "wanted". 485 * magical bonus "wanted".
480 */ 486 */
481 487
482static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 488static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
483 489
484/*chance of magic difficulty*/ 490// chance of magic difficulty
485
486/* +0 +1 +2 +3 +4 */ 491// +0 +1 +2 +3 +4
487 {95, 2, 2, 1, 0}, /*1 */ 492 {95, 2, 2, 1, 0}, // 1
488 {92, 5, 2, 1, 0}, /*2 */ 493 {92, 5, 2, 1, 0}, // 2
489 {85, 10, 4, 1, 0}, /*3 */ 494 {85, 10, 4, 1, 0}, // 3
490 {80, 14, 4, 2, 0}, /*4 */ 495 {80, 14, 4, 2, 0}, // 4
491 {75, 17, 5, 2, 1}, /*5 */ 496 {75, 17, 5, 2, 1}, // 5
492 {70, 18, 8, 3, 1}, /*6 */ 497 {70, 18, 8, 3, 1}, // 6
493 {65, 21, 10, 3, 1}, /*7 */ 498 {65, 21, 10, 3, 1}, // 7
494 {60, 22, 12, 4, 2}, /*8 */ 499 {60, 22, 12, 4, 2}, // 8
495 {55, 25, 14, 4, 2}, /*9 */ 500 {55, 25, 14, 4, 2}, // 9
496 {50, 27, 16, 5, 2}, /*10 */ 501 {50, 27, 16, 5, 2}, // 10
497 {45, 28, 18, 6, 3}, /*11 */ 502 {45, 28, 18, 6, 3}, // 11
498 {42, 28, 20, 7, 3}, /*12 */ 503 {42, 28, 20, 7, 3}, // 12
499 {40, 27, 21, 8, 4}, /*13 */ 504 {40, 27, 21, 8, 4}, // 13
500 {38, 25, 22, 10, 5}, /*14 */ 505 {38, 25, 22, 10, 5}, // 14
501 {36, 23, 23, 12, 6}, /*15 */ 506 {36, 23, 23, 12, 6}, // 15
502 {33, 21, 24, 14, 8}, /*16 */ 507 {33, 21, 24, 14, 8}, // 16
503 {31, 19, 25, 16, 9}, /*17 */ 508 {31, 19, 25, 16, 9}, // 17
504 {27, 15, 30, 18, 10}, /*18 */ 509 {27, 15, 30, 18, 10}, // 18
505 {20, 12, 30, 25, 13}, /*19 */ 510 {20, 12, 30, 25, 13}, // 19
506 {15, 10, 28, 30, 17}, /*20 */ 511 {15, 10, 28, 30, 17}, // 20
507 {13, 9, 27, 28, 23}, /*21 */ 512 {13, 9, 27, 28, 23}, // 21
508 {10, 8, 25, 28, 29}, /*22 */ 513 {10, 8, 25, 28, 29}, // 22
509 {8, 7, 23, 26, 36}, /*23 */ 514 { 8, 7, 23, 26, 36}, // 23
510 {6, 6, 20, 22, 46}, /*24 */ 515 { 6, 6, 20, 22, 46}, // 24
511 {4, 5, 17, 18, 56}, /*25 */ 516 { 4, 5, 17, 18, 56}, // 25
512 {2, 4, 12, 14, 68}, /*26 */ 517 { 2, 4, 12, 14, 68}, // 26
513 {0, 3, 7, 10, 80}, /*27 */ 518 { 0, 3, 7, 10, 80}, // 27
514 {0, 0, 3, 7, 90}, /*28 */ 519 { 0, 0, 3, 7, 90}, // 28
515 {0, 0, 0, 3, 97}, /*29 */ 520 { 0, 0, 0, 3, 97}, // 29
516 {0, 0, 0, 0, 100}, /*30 */ 521 { 0, 0, 0, 0, 100}, // 30
517 {0, 0, 0, 0, 100}, /*31 */ 522 { 0, 0, 0, 0, 100}, // 31
518}; 523};
519 524
520 525
521/* calculate the appropriate level for wands staves and scrolls. 526/* calculate the appropriate level for wands staves and scrolls.
522 * This code presumes that op has had its spell object created (in op->inv) 527 * This code presumes that op has had its spell object created (in op->inv)
555 * elmex Thu Aug 10 18:45:44 CEST 2006: 560 * elmex Thu Aug 10 18:45:44 CEST 2006:
556 * Scaling difficulty by max_level, as difficulty is a level and not some 561 * Scaling difficulty by max_level, as difficulty is a level and not some
557 * weird integer between 1-31. 562 * weird integer between 1-31.
558 * 563 *
559 */ 564 */
560
561int 565int
562magic_from_difficulty (int difficulty) 566magic_from_difficulty (int difficulty)
563{ 567{
564 int percent = 0, magic = 0; 568 int percent = 0, magic = 0;
565 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 569 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
570 scaled_diff = 0; 574 scaled_diff = 0;
571 575
572 if (scaled_diff >= DIFFLEVELS) 576 if (scaled_diff >= DIFFLEVELS)
573 scaled_diff = DIFFLEVELS - 1; 577 scaled_diff = DIFFLEVELS - 1;
574 578
575 percent = RANDOM () % 100; 579 percent = rndm (100);
576 580
577 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 581 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
578 { 582 {
579 percent -= difftomagic_list[scaled_diff][magic]; 583 percent -= difftomagic_list[scaled_diff][magic];
580 584
586 { 590 {
587 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 591 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
588 magic = 0; 592 magic = 0;
589 } 593 }
590 594
591 magic = (RANDOM () % 3) ? magic : -magic; 595 magic = (rndm (3)) ? magic : -magic;
592 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 596 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
593 597
594 return magic; 598 return magic;
595} 599}
596 600
611 if (op->arch) 615 if (op->arch)
612 { 616 {
613 if (op->type == ARMOUR) 617 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 618 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100;
615 619
616 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 620 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
617 magic = (-magic); 621 magic = (-magic);
618 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 622 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100;
619 } 623 }
620 else 624 else
621 { 625 {
622 if (op->type == ARMOUR) 626 if (op->type == ARMOUR)
623 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 627 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
624 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 628 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
625 magic = (-magic); 629 magic = (-magic);
626 op->weight = (op->weight * (100 - magic * 10)) / 100; 630 op->weight = (op->weight * (100 - magic * 10)) / 100;
627 } 631 }
628} 632}
629 633
653 * 1) Since rings can have multiple bonuses, if the same bonus 657 * 1) Since rings can have multiple bonuses, if the same bonus
654 * is rolled again, increase it - the bonuses now stack with 658 * is rolled again, increase it - the bonuses now stack with
655 * other bonuses previously rolled and ones the item might natively have. 659 * other bonuses previously rolled and ones the item might natively have.
656 * 2) Add code to deal with new PR method. 660 * 2) Add code to deal with new PR method.
657 */ 661 */
658
659void 662void
660set_ring_bonus (object *op, int bonus) 663set_ring_bonus (object *op, int bonus)
661{ 664{
662 665
663 int r = RANDOM () % (bonus > 0 ? 25 : 11); 666 int r = rndm (bonus > 0 ? 25 : 11);
664 667
665 if (op->type == AMULET) 668 if (op->type == AMULET)
666 { 669 {
667 if (!(RANDOM () % 21)) 670 if (!(rndm (21)))
668 r = 20 + RANDOM () % 2; 671 r = 20 + rndm (2);
669 else 672 else
670 { 673 {
671 if (RANDOM () & 2) 674 if (rndm (2))
672 r = 10; 675 r = 10;
673 else 676 else
674 r = 11 + RANDOM () % 9; 677 r = 11 + rndm (9);
675 } 678 }
676 } 679 }
677 680
678 switch (r) 681 switch (r)
679 { 682 {
716 case 16: 719 case 16:
717 case 17: 720 case 17:
718 case 18: 721 case 18:
719 case 19: 722 case 19:
720 { 723 {
721 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 724 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
722 725
723 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 726 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
724 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 727 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
725 728
726 /* Cursed items need to have higher negative values to equal out with 729 /* Cursed items need to have higher negative values to equal out with
727 * positive values for how protections work out. Put another 730 * positive values for how protections work out. Put another
728 * little random element in since that they don't always end up with 731 * little random element in since that they don't always end up with
729 * even values. 732 * even values.
730 */ 733 */
731 if (bonus < 0) 734 if (bonus < 0)
732 val = 2 * -val - RANDOM () % b; 735 val = 2 * -val - rndm (b);
733 if (val > 35) 736 if (val > 35)
734 val = 35; /* Upper limit */ 737 val = 35; /* Upper limit */
735 b = 0; 738 b = 0;
739
736 while (op->resist[resist_table[resist]] != 0 && b < 4) 740 while (op->resist[resist_table[resist]] != 0 && b < 4)
737 {
738 resist = RANDOM () % num_resist_table; 741 resist = rndm (num_resist_table);
739 } 742
740 if (b == 4) 743 if (b == 4)
741 return; /* Not able to find a free resistance */ 744 return; /* Not able to find a free resistance */
745
742 op->resist[resist_table[resist]] = val; 746 op->resist[resist_table[resist]] = val;
743 /* We should probably do something more clever here to adjust value 747 /* We should probably do something more clever here to adjust value
744 * based on how good a resistance we gave. 748 * based on how good a resistance we gave.
745 */ 749 */
746 break; 750 break;
774 case 22: 778 case 22:
775 op->stats.exp += bonus; /* Speed! */ 779 op->stats.exp += bonus; /* Speed! */
776 op->value = (op->value * 2) / 3; 780 op->value = (op->value * 2) / 3;
777 break; 781 break;
778 } 782 }
783
779 if (bonus > 0) 784 if (bonus > 0)
780 op->value *= 2 * bonus; 785 op->value *= 2 * bonus;
781 else 786 else
782 op->value = -(op->value * 2 * bonus) / 3; 787 op->value = -(op->value * 2 * bonus) / 3;
783} 788}
788 * higher is the chance of returning a low number. 793 * higher is the chance of returning a low number.
789 * It is only used in fix_generated_treasure() to set bonuses on 794 * It is only used in fix_generated_treasure() to set bonuses on
790 * rings and amulets. 795 * rings and amulets.
791 * Another scheme is used to calculate the magic of weapons and armours. 796 * Another scheme is used to calculate the magic of weapons and armours.
792 */ 797 */
793
794int 798int
795get_magic (int diff) 799get_magic (int diff)
796{ 800{
797 int i; 801 int i;
798 802
799 if (diff < 3) 803 if (diff < 3)
800 diff = 3; 804 diff = 3;
805
801 for (i = 0; i < 4; i++) 806 for (i = 0; i < 4; i++)
802 if (RANDOM () % diff) 807 if (rndm (diff))
803 return i; 808 return i;
809
804 return 4; 810 return 4;
805} 811}
806 812
807#define DICE2 (get_magic(2)==2?2:1) 813#define DICE2 (get_magic(2)==2?2:1)
808#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 814#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
809 815
810/* 816/*
811 * fix_generated_item(): This is called after an item is generated, in 817 * fix_generated_item(): This is called after an item is generated, in
812 * order to set it up right. This produced magical bonuses, puts spells 818 * order to set it up right. This produced magical bonuses, puts spells
813 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 819 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
827 * value. 833 * value.
828 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 834 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
829 * a working object - don't change magic, value, etc, but set it material 835 * a working object - don't change magic, value, etc, but set it material
830 * type as appropriate, for objects that need spell objects, set those, etc 836 * type as appropriate, for objects that need spell objects, set those, etc
831 */ 837 */
832
833void 838void
834fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 839fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
835{ 840{
836 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 841 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
837 842
844 849
845 if (op->randomitems && op->type != SPELL) 850 if (op->randomitems && op->type != SPELL)
846 { 851 {
847 create_treasure (op->randomitems, op, flags, difficulty, 0); 852 create_treasure (op->randomitems, op, flags, difficulty, 0);
848 if (!op->inv) 853 if (!op->inv)
849 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name); 854 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->debug_desc ());
850 855
851 /* So the treasure doesn't get created again */ 856 /* So the treasure doesn't get created again */
852 op->randomitems = NULL; 857 op->randomitems = 0;
853 } 858 }
854 859
855 if (difficulty < 1) 860 if (difficulty < 1)
856 difficulty = 1; 861 difficulty = 1;
857 862
874 if (!op->magic && max_magic) 879 if (!op->magic && max_magic)
875 set_magic (difficulty, op, max_magic, flags); 880 set_magic (difficulty, op, max_magic, flags);
876 881
877 num_enchantments = calc_item_power (op, 1); 882 num_enchantments = calc_item_power (op, 1);
878 883
879 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 884 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
885 || op->type == HORN
886 || difficulty >= settings.max_level) /* high difficulties always generate an artifact,
880 * used for shop_floors or treasures */ 887 * used for shop_floors or treasures */
881 generate_artifact (op, difficulty); 888 generate_artifact (op, difficulty);
882 } 889 }
883 890
884 /* Object was made an artifact. Calculate its item_power rating. 891 /* Object was made an artifact. Calculate its item_power rating.
942 case WEAPON: 949 case WEAPON:
943 case ARMOUR: 950 case ARMOUR:
944 case SHIELD: 951 case SHIELD:
945 case HELMET: 952 case HELMET:
946 case CLOAK: 953 case CLOAK:
947 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 954 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
948 set_ring_bonus (op, -DICE2); 955 set_ring_bonus (op, -DICE2);
949 break; 956 break;
950 957
951 case BRACERS: 958 case BRACERS:
952 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 959 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
953 { 960 {
954 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 961 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
955 if (!QUERY_FLAG (op, FLAG_CURSED)) 962 if (!QUERY_FLAG (op, FLAG_CURSED))
956 op->value *= 3; 963 op->value *= 3;
957 } 964 }
983 */ 990 */
984 if (op->inv && op->randomitems) 991 if (op->inv && op->randomitems)
985 { 992 {
986 /* value multiplier is same as for scrolls */ 993 /* value multiplier is same as for scrolls */
987 op->value = (op->value * op->inv->value); 994 op->value = (op->value * op->inv->value);
988 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 995 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
989 } 996 }
990 else 997 else
991 { 998 {
992 op->name = "potion"; 999 op->name = "potion";
993 op->name_pl = "potions"; 1000 op->name_pl = "potions";
994 } 1001 }
995 1002
996 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 1003 if (!(flags & GT_ONLY_GOOD) && rndm (2))
997 SET_FLAG (op, FLAG_CURSED); 1004 SET_FLAG (op, FLAG_CURSED);
998 break; 1005 break;
999 } 1006 }
1000 1007
1001 case AMULET: 1008 case AMULET:
1011 } 1018 }
1012 1019
1013 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 1020 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
1014 break; 1021 break;
1015 1022
1016 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 1023 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1017 SET_FLAG (op, FLAG_CURSED); 1024 SET_FLAG (op, FLAG_CURSED);
1018 1025
1019 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 1026 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1020 1027
1021 if (op->type != RING) /* Amulets have only one ability */ 1028 if (op->type != RING) /* Amulets have only one ability */
1022 break; 1029 break;
1023 1030
1024 if (!(RANDOM () % 4)) 1031 if (!(rndm (4)))
1025 { 1032 {
1026 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1033 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 1034
1028 if (d > 0) 1035 if (d > 0)
1029 op->value *= 3; 1036 op->value *= 3;
1030 1037
1031 set_ring_bonus (op, d); 1038 set_ring_bonus (op, d);
1032 1039
1033 if (!(RANDOM () % 4)) 1040 if (!(rndm (4)))
1034 { 1041 {
1035 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1042 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1036 1043
1037 if (d > 0) 1044 if (d > 0)
1038 op->value *= 5; 1045 op->value *= 5;
1039 set_ring_bonus (op, d); 1046 set_ring_bonus (op, d);
1040 } 1047 }
1041 } 1048 }
1042 1049
1043 if (GET_ANIM_ID (op)) 1050 if (GET_ANIM_ID (op))
1044 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1051 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1045 1052
1046 break; 1053 break;
1047 1054
1048 case BOOK: 1055 case BOOK:
1049 /* Is it an empty book?, if yes lets make a specialĀ· 1056 /* Is it an empty book?, if yes lets make a specialĀ·
1050 * msg for it, and tailor its properties based on theĀ· 1057 * msg for it, and tailor its properties based on theĀ·
1051 * creator and/or map level we found it on. 1058 * creator and/or map level we found it on.
1052 */ 1059 */
1053 if (!op->msg && RANDOM () % 10) 1060 if (!op->msg && rndm (10))
1054 { 1061 {
1055 /* set the book level properly */ 1062 /* set the book level properly */
1056 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1063 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1057 { 1064 {
1058 if (op->map && op->map->difficulty) 1065 if (op->map && op->map->difficulty)
1059 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1066 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1060 else 1067 else
1061 op->level = RANDOM () % 20 + 1; 1068 op->level = rndm (20) + 1;
1062 } 1069 }
1063 else 1070 else
1064 op->level = RANDOM () % creator->level; 1071 op->level = rndm (creator->level);
1065 1072
1066 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1073 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1067 /* books w/ info are worth more! */ 1074 /* books w/ info are worth more! */
1068 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1075 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1069 /* creator related stuff */ 1076 /* creator related stuff */
1168 */ 1175 */
1169 1176
1170/* 1177/*
1171 * Allocate and return the pointer to an empty artifactlist structure. 1178 * Allocate and return the pointer to an empty artifactlist structure.
1172 */ 1179 */
1173
1174static artifactlist * 1180static artifactlist *
1175get_empty_artifactlist (void) 1181get_empty_artifactlist (void)
1176{ 1182{
1177 artifactlist *al = (artifactlist *) malloc (sizeof (artifactlist)); 1183 return salloc0 <artifactlist> ();
1178
1179 if (al == NULL)
1180 fatal (OUT_OF_MEMORY);
1181 al->next = NULL;
1182 al->items = NULL;
1183 al->total_chance = 0;
1184 return al;
1185} 1184}
1186 1185
1187/* 1186/*
1188 * Allocate and return the pointer to an empty artifact structure. 1187 * Allocate and return the pointer to an empty artifact structure.
1189 */ 1188 */
1190
1191static artifact * 1189static artifact *
1192get_empty_artifact (void) 1190get_empty_artifact (void)
1193{ 1191{
1194 artifact *a = (artifact *) malloc (sizeof (artifact)); 1192 return salloc0 <artifact> ();
1195
1196 if (a == NULL)
1197 fatal (OUT_OF_MEMORY);
1198 a->item = NULL;
1199 a->next = NULL;
1200 a->chance = 0;
1201 a->difficulty = 0;
1202 a->allowed = NULL;
1203 return a;
1204} 1193}
1205 1194
1206/* 1195/*
1207 * Searches the artifact lists and returns one that has the same type 1196 * Searches the artifact lists and returns one that has the same type
1208 * of objects on it. 1197 * of objects on it.
1209 */ 1198 */
1210
1211artifactlist * 1199artifactlist *
1212find_artifactlist (int type) 1200find_artifactlist (int type)
1213{ 1201{
1214 artifactlist *al;
1215
1216 for (al = first_artifactlist; al != NULL; al = al->next) 1202 for (artifactlist *al = first_artifactlist; al; al = al->next)
1217 if (al->type == type) 1203 if (al->type == type)
1218 return al; 1204 return al;
1205
1219 return NULL; 1206 return 0;
1220} 1207}
1221 1208
1222/* 1209/*
1223 * For debugging purposes. Dumps all tables. 1210 * For debugging purposes. Dumps all tables.
1224 */ 1211 */
1225
1226void 1212void
1227dump_artifacts (void) 1213dump_artifacts (void)
1228{ 1214{
1229 artifactlist *al; 1215 artifactlist *al;
1230 artifact *art; 1216 artifact *art;
1237 for (art = al->items; art != NULL; art = art->next) 1223 for (art = al->items; art != NULL; art = art->next)
1238 { 1224 {
1239 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance); 1225 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1240 if (art->allowed != NULL) 1226 if (art->allowed != NULL)
1241 { 1227 {
1242 fprintf (logfile, "\tAllowed combinations:"); 1228 fprintf (logfile, "\tallowed combinations:");
1243 for (next = art->allowed; next != NULL; next = next->next) 1229 for (next = art->allowed; next != NULL; next = next->next)
1244 fprintf (logfile, "%s,", &next->name); 1230 fprintf (logfile, "%s,", &next->name);
1245 fprintf (logfile, "\n"); 1231 fprintf (logfile, "\n");
1246 } 1232 }
1247 } 1233 }
1258 treasurelist *tl; 1244 treasurelist *tl;
1259 int i; 1245 int i;
1260 1246
1261 if (depth > 100) 1247 if (depth > 100)
1262 return; 1248 return;
1249
1263 while (t) 1250 while (t)
1264 { 1251 {
1265 if (t->name) 1252 if (t->name)
1266 { 1253 {
1267 for (i = 0; i < depth; i++) 1254 for (i = 0; i < depth; i++)
1268 fprintf (logfile, " "); 1255 fprintf (logfile, " ");
1256
1269 fprintf (logfile, "{ (list: %s)\n", &t->name); 1257 fprintf (logfile, "{ (list: %s)\n", &t->name);
1258
1270 tl = find_treasurelist (t->name); 1259 tl = treasurelist::find (t->name);
1271 if (tl) 1260 if (tl)
1272 dump_monster_treasure_rec (name, tl->items, depth + 2); 1261 dump_monster_treasure_rec (name, tl->items, depth + 2);
1262
1273 for (i = 0; i < depth; i++) 1263 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " "); 1264 fprintf (logfile, " ");
1265
1275 fprintf (logfile, "} (end of list: %s)\n", &t->name); 1266 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1276 } 1267 }
1277 else 1268 else
1278 { 1269 {
1279 for (i = 0; i < depth; i++) 1270 for (i = 0; i < depth; i++)
1280 fprintf (logfile, " "); 1271 fprintf (logfile, " ");
1272
1281 if (t->item && t->item->clone.type == FLESH) 1273 if (t->item && t->item->clone.type == FLESH)
1282 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name); 1274 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1283 else 1275 else
1284 fprintf (logfile, "%s\n", &t->item->clone.name); 1276 fprintf (logfile, "%s\n", &t->item->clone.name);
1285 } 1277 }
1286 1278
1287 if (t->next_yes) 1279 if (t->next_yes)
1288 { 1280 {
1289 for (i = 0; i < depth; i++) 1281 for (i = 0; i < depth; i++)
1290 fprintf (logfile, " "); 1282 fprintf (logfile, " ");
1283
1291 fprintf (logfile, " (if yes)\n"); 1284 fprintf (logfile, " (if yes)\n");
1292 dump_monster_treasure_rec (name, t->next_yes, depth + 1); 1285 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1293 } 1286 }
1294 1287
1295 if (t->next_no) 1288 if (t->next_no)
1296 { 1289 {
1297 for (i = 0; i < depth; i++) 1290 for (i = 0; i < depth; i++)
1298 fprintf (logfile, " "); 1291 fprintf (logfile, " ");
1292
1299 fprintf (logfile, " (if no)\n"); 1293 fprintf (logfile, " (if no)\n");
1300 dump_monster_treasure_rec (name, t->next_no, depth + 1); 1294 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1301 } 1295 }
1302 1296
1303 t = t->next; 1297 t = t->next;
1306 1300
1307/* 1301/*
1308 * For debugging purposes. Dumps all treasures for a given monster. 1302 * For debugging purposes. Dumps all treasures for a given monster.
1309 * Created originally by Raphael Quinet for debugging the alchemy code. 1303 * Created originally by Raphael Quinet for debugging the alchemy code.
1310 */ 1304 */
1311
1312void 1305void
1313dump_monster_treasure (const char *name) 1306dump_monster_treasure (const char *name)
1314{ 1307{
1315 archetype *at; 1308 archetype *at;
1316 int found; 1309 int found;
1317 1310
1318 found = 0; 1311 found = 0;
1319 fprintf (logfile, "\n"); 1312 fprintf (logfile, "\n");
1313
1320 for (at = first_archetype; at != NULL; at = at->next) 1314 for (at = first_archetype; at != NULL; at = at->next)
1321 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL) 1315 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1322 { 1316 {
1323 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name); 1317 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1324 if (at->clone.randomitems != NULL) 1318 if (at->clone.randomitems != NULL)
1325 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1); 1319 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1326 else 1320 else
1327 fprintf (logfile, "(nothing)\n"); 1321 fprintf (logfile, "(nothing)\n");
1322
1328 fprintf (logfile, "\n"); 1323 fprintf (logfile, "\n");
1329 found++; 1324 found++;
1330 } 1325 }
1326
1331 if (found == 0) 1327 if (found == 0)
1332 fprintf (logfile, "No objects have the name %s!\n\n", name); 1328 fprintf (logfile, "No objects have the name %s!\n\n", name);
1333} 1329}
1334 1330
1335/* 1331/*
1336 * Builds up the lists of artifacts from the file in the libdir. 1332 * Builds up the lists of artifacts from the file in the libdir.
1337 */ 1333 */
1338
1339void 1334void
1340init_artifacts (void) 1335init_artifacts (void)
1341{ 1336{
1342 static int has_been_inited = 0; 1337 static int has_been_inited = 0;
1343 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1338 char filename[MAX_BUF];
1344 artifact *art = NULL; 1339 artifact *art = NULL;
1345 linked_char *tmp;
1346 int value;
1347 artifactlist *al; 1340 artifactlist *al;
1348 1341
1349 if (has_been_inited) 1342 if (has_been_inited)
1350 return; 1343 return;
1351 else 1344 else
1352 has_been_inited = 1; 1345 has_been_inited = 1;
1353 1346
1354 sprintf (filename, "%s/artifacts", settings.datadir); 1347 sprintf (filename, "%s/artifacts", settings.datadir);
1355 object_thawer thawer (filename); 1348 object_thawer f (filename);
1356 1349
1357 if (!thawer) 1350 if (!f)
1358 return; 1351 return;
1359 1352
1360 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1353 f.next ();
1361 {
1362 if (*buf == '#')
1363 continue;
1364 if ((cp = strchr (buf, '\n')) != NULL)
1365 *cp = '\0';
1366 cp = buf;
1367 while (*cp == ' ') /* Skip blanks */
1368 cp++;
1369 if (*cp == '\0')
1370 continue;
1371 1354
1372 if (!strncmp (cp, "Allowed", 7)) 1355 for (;;)
1356 {
1357 switch (f.kw)
1373 { 1358 {
1359 case KW_allowed:
1374 if (art == NULL) 1360 if (!art)
1361 {
1362 art = get_empty_artifact ();
1363 nrofartifacts++;
1364 }
1365
1375 { 1366 {
1376 art = get_empty_artifact (); 1367 if (!strcmp (f.get_str (), "all"))
1377 nrofartifacts++; 1368 break;
1369
1370 char *next, *cp = f.get_str ();
1371
1372 do
1373 {
1374 nrofallowedstr++;
1375
1376 if ((next = strchr (cp, ',')))
1377 *next++ = '\0';
1378
1379 linked_char *tmp = new linked_char;
1380
1381 tmp->name = cp;
1382 tmp->next = art->allowed;
1383 art->allowed = tmp;
1384 }
1385 while ((cp = next));
1378 } 1386 }
1379 cp = strchr (cp, ' ') + 1; 1387 break;
1380 if (!strcmp (cp, "all")) 1388
1389 case KW_chance:
1390 f.get (art->chance);
1391 break;
1392
1393 case KW_difficulty:
1394 f.get (art->difficulty);
1395 break;
1396
1397 case KW_object:
1398 {
1399 art->item = object::create ();
1400
1401 if (!art->item->parse_kv (f))
1402 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1403
1404 al = find_artifactlist (art->item->type);
1405
1406 if (!al)
1407 {
1408 al = get_empty_artifactlist ();
1409 al->type = art->item->type;
1410 al->next = first_artifactlist;
1411 first_artifactlist = al;
1412 }
1413
1414 art->next = al->items;
1415 al->items = art;
1416 art = 0;
1417 }
1381 continue; 1418 continue;
1382 1419
1383 do 1420 case KW_EOF:
1421 goto done;
1422
1423 default:
1424 if (!f.parse_error ("artifacts file"))
1425 cleanup ("artifacts file required");
1384 { 1426 break;
1385 nrofallowedstr++;
1386 if ((next = strchr (cp, ',')) != NULL)
1387 *(next++) = '\0';
1388 tmp = new linked_char;
1389
1390 tmp->name = cp;
1391 tmp->next = art->allowed;
1392 art->allowed = tmp;
1393 }
1394 while ((cp = next) != NULL);
1395 }
1396 else if (sscanf (cp, "chance %d", &value))
1397 art->chance = (uint16) value;
1398 else if (sscanf (cp, "difficulty %d", &value))
1399 art->difficulty = (uint8) value;
1400 else if (!strncmp (cp, "Object", 6))
1401 { 1427 }
1402 art->item = object::create ();
1403 1428
1404 if (!load_object (thawer, art->item, 0)) 1429 f.next ();
1405 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1406
1407 art->item->name = strchr (cp, ' ') + 1;
1408 al = find_artifactlist (art->item->type);
1409 if (al == NULL)
1410 {
1411 al = get_empty_artifactlist ();
1412 al->type = art->item->type;
1413 al->next = first_artifactlist;
1414 first_artifactlist = al;
1415 }
1416 art->next = al->items;
1417 al->items = art;
1418 art = NULL;
1419 }
1420 else
1421 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1422 } 1430 }
1423 1431
1432done:
1424 for (al = first_artifactlist; al != NULL; al = al->next) 1433 for (al = first_artifactlist; al; al = al->next)
1425 { 1434 {
1426 for (art = al->items; art != NULL; art = art->next) 1435 for (art = al->items; art; art = art->next)
1427 { 1436 {
1428 if (!art->chance) 1437 if (!art->chance)
1429 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1438 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1430 else 1439 else
1431 al->total_chance += art->chance; 1440 al->total_chance += art->chance;
1450 int i, tmp; 1459 int i, tmp;
1451 1460
1452 if (change->face != blank_face) 1461 if (change->face != blank_face)
1453 { 1462 {
1454#ifdef TREASURE_VERBOSE 1463#ifdef TREASURE_VERBOSE
1455 LOG (llevDebug, "FACE: %d\n", change->face->number); 1464 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1456#endif 1465#endif
1457 op->face = change->face; 1466 op->face = change->face;
1458 } 1467 }
1459 1468
1460 for (i = 0; i < NUM_STATS; i++) 1469 for (i = 0; i < NUM_STATS; i++)
1500 1509
1501 op->set_speed (op->speed); 1510 op->set_speed (op->speed);
1502 } 1511 }
1503 1512
1504 if (change->nrof) 1513 if (change->nrof)
1505 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1514 op->nrof = rndm (change->nrof) + 1;
1506 1515
1507 op->stats.exp += change->stats.exp; /* Speed modifier */ 1516 op->stats.exp += change->stats.exp; /* Speed modifier */
1508 op->stats.wc += change->stats.wc; 1517 op->stats.wc += change->stats.wc;
1509 op->stats.ac += change->stats.ac; 1518 op->stats.ac += change->stats.ac;
1510 1519
1613 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1622 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1614 } 1623 }
1615 1624
1616 op->value *= change->value; 1625 op->value *= change->value;
1617 1626
1618 if (change->material) 1627 if (change->materials)
1619 op->material = change->material; 1628 op->materials = change->materials;
1620 1629
1621 if (change->materialname) 1630 if (change->materialname)
1622 op->materialname = change->materialname; 1631 op->materialname = change->materialname;
1623 1632
1624 if (change->slaying) 1633 if (change->slaying)
1641 if (art->allowed == (linked_char *) NULL) 1650 if (art->allowed == (linked_char *) NULL)
1642 return 1; /* Ie, "all" */ 1651 return 1; /* Ie, "all" */
1643 for (tmp = art->allowed; tmp; tmp = tmp->next) 1652 for (tmp = art->allowed; tmp; tmp = tmp->next)
1644 { 1653 {
1645#ifdef TREASURE_VERBOSE 1654#ifdef TREASURE_VERBOSE
1646 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1655 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1647#endif 1656#endif
1648 if (*tmp->name == '!') 1657 if (*tmp->name == '!')
1649 name = tmp->name + 1, neg = 1; 1658 name = tmp->name + 1, neg = 1;
1650 else 1659 else
1651 name = tmp->name, neg = 0; 1660 name = tmp->name, neg = 0;
1718 return; 1727 return;
1719 } 1728 }
1720 1729
1721 for (i = 0; i < ARTIFACT_TRIES; i++) 1730 for (i = 0; i < ARTIFACT_TRIES; i++)
1722 { 1731 {
1723 int roll = RANDOM () % al->total_chance; 1732 int roll = rndm (al->total_chance);
1724 1733
1725 for (art = al->items; art != NULL; art = art->next) 1734 for (art = al->items; art; art = art->next)
1726 { 1735 {
1727 roll -= art->chance; 1736 roll -= art->chance;
1728 if (roll < 0) 1737 if (roll < 0)
1729 break; 1738 break;
1730 } 1739 }
1746 continue; 1755 continue;
1747 1756
1748 if (!legal_artifact_combination (op, art)) 1757 if (!legal_artifact_combination (op, art))
1749 { 1758 {
1750#ifdef TREASURE_VERBOSE 1759#ifdef TREASURE_VERBOSE
1751 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1760 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1752#endif 1761#endif
1753 continue; 1762 continue;
1754 } 1763 }
1764
1755 give_artifact_abilities (op, art->item); 1765 give_artifact_abilities (op, art->item);
1756 return; 1766 return;
1757 } 1767 }
1758} 1768}
1759 1769
1823} 1833}
1824 1834
1825void 1835void
1826free_treasurestruct (treasure *t) 1836free_treasurestruct (treasure *t)
1827{ 1837{
1828 if (t->next)
1829 free_treasurestruct (t->next); 1838 if (t->next) free_treasurestruct (t->next);
1830 if (t->next_yes)
1831 free_treasurestruct (t->next_yes); 1839 if (t->next_yes) free_treasurestruct (t->next_yes);
1832 if (t->next_no)
1833 free_treasurestruct (t->next_no); 1840 if (t->next_no) free_treasurestruct (t->next_no);
1834 1841
1835 delete t; 1842 delete t;
1836} 1843}
1837 1844
1838void 1845void
1843 1850
1844 delete lc; 1851 delete lc;
1845} 1852}
1846 1853
1847void 1854void
1848free_artifact (artifact * at) 1855free_artifact (artifact *at)
1849{ 1856{
1850 if (at->next)
1851 free_artifact (at->next); 1857 if (at->next) free_artifact (at->next);
1852
1853 if (at->allowed)
1854 free_charlinks (at->allowed); 1858 if (at->allowed) free_charlinks (at->allowed);
1855 1859
1856 at->item->destroy (1); 1860 at->item->destroy (1);
1857 1861
1858 delete at; 1862 sfree (at);
1859} 1863}
1860 1864
1861void 1865void
1862free_artifactlist (artifactlist * al) 1866free_artifactlist (artifactlist *al)
1863{ 1867{
1864 artifactlist *nextal; 1868 artifactlist *nextal;
1865 1869
1866 for (al = first_artifactlist; al; al = nextal) 1870 for (al = first_artifactlist; al; al = nextal)
1867 { 1871 {
1868 nextal = al->next; 1872 nextal = al->next;
1869 1873
1870 if (al->items) 1874 if (al->items)
1871 free_artifact (al->items); 1875 free_artifact (al->items);
1872 1876
1873 free (al); 1877 sfree (al);
1874 } 1878 }
1875} 1879}
1876 1880
1877void 1881void
1878free_all_treasures (void) 1882free_all_treasures (void)
1879{ 1883{
1880 treasurelist *tl, *next; 1884 treasurelist *tl, *next;
1881 1885
1882
1883 for (tl = first_treasurelist; tl != NULL; tl = next) 1886 for (tl = first_treasurelist; tl; tl = next)
1884 { 1887 {
1888 clear (tl);
1889
1885 next = tl->next; 1890 next = tl->next;
1886 if (tl->items)
1887 free_treasurestruct (tl->items);
1888 delete tl; 1891 delete tl;
1889 } 1892 }
1893
1890 free_artifactlist (first_artifactlist); 1894 free_artifactlist (first_artifactlist);
1891} 1895}

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