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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.19 by root, Thu Sep 14 22:34:00 2006 UTC vs.
Revision 1.72 by root, Sun Apr 20 00:44:12 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24#define ALLOWED_COMBINATION
25 23
26/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
27 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
28 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
29 * left on 27 * left on
30 */ 28 */
31#define TREASURE_DEBUG 29#define TREASURE_DEBUG
32 30
33/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
34 32
35/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
36 34
37#include <global.h> 35#include <global.h>
38#include <treasure.h> 36#include <treasure.h>
39#include <funcpoint.h> 37#include <funcpoint.h>
40#include <loader.h> 38#include <loader.h>
41 39
40extern char *spell_mapping[];
41
42static treasurelist *first_treasurelist;
42 43
43static void change_treasure (treasure *t, object *op); /* overrule default values */ 44static void change_treasure (treasure *t, object *op); /* overrule default values */
44extern char *spell_mapping[];
45 45
46/* 46typedef std::tr1::unordered_map<
47 * Initialize global archtype pointers: 47 const char *,
48 */ 48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
49 54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
50void 98void
51init_archetype_pointers () 99clear (treasurelist *tl)
52{ 100{
53 int prev_warn = warn_archetypes; 101 if (tl->items)
102 {
103 free_treasurestruct (tl->items);
104 tl->items = 0;
105 }
54 106
55 warn_archetypes = 1;
56 if (ring_arch == NULL)
57 ring_arch = archetype::find ("ring");
58 if (amulet_arch == NULL)
59 amulet_arch = archetype::find ("amulet");
60 if (staff_arch == NULL)
61 staff_arch = archetype::find ("staff");
62 if (crown_arch == NULL)
63 crown_arch = archetype::find ("crown");
64 warn_archetypes = prev_warn;
65}
66
67/*
68 * Allocate and return the pointer to an empty treasurelist structure.
69 */
70
71static treasurelist *
72get_empty_treasurelist (void)
73{
74 return new treasurelist;
75}
76
77/*
78 * Allocate and return the pointer to an empty treasure structure.
79 */
80//TODO: make this a constructor
81static treasure *
82get_empty_treasure (void)
83{
84 treasure *t = new treasure;
85
86 t->chance = 100; 107 tl->total_chance = 0;
87
88 return t;
89} 108}
109
110#ifdef TREASURE_DEBUG
111/* recursived checks the linked list. Treasurelist is passed only
112 * so that the treasure name can be printed out
113 */
114static void
115check_treasurelist (const treasure *t, const treasurelist * tl)
116{
117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
119
120 if (t->next)
121 check_treasurelist (t->next, tl);
122
123 if (t->next_yes)
124 check_treasurelist (t->next_yes, tl);
125
126 if (t->next_no)
127 check_treasurelist (t->next_no, tl);
128}
129#endif
90 130
91/* 131/*
92 * Reads the lib/treasure file from disk, and parses the contents 132 * Reads the lib/treasure file from disk, and parses the contents
93 * into an internal treasure structure (very linked lists) 133 * into an internal treasure structure (very linked lists)
94 */ 134 */
95
96static treasure * 135static treasure *
97load_treasure (FILE * fp, int *line) 136read_treasure (object_thawer &f)
98{ 137{
99 char buf[MAX_BUF], *cp, variable[MAX_BUF];
100 treasure *t = get_empty_treasure (); 138 treasure *t = new treasure;
101 int value;
102 139
103 nroftreasures++; 140 f.next ();
104 while (fgets (buf, MAX_BUF, fp) != NULL)
105 {
106 (*line)++;
107 141
108 if (*buf == '#') 142 for (;;)
109 continue; 143 {
110 if ((cp = strchr (buf, '\n')) != NULL) 144 coroapi::cede_to_tick ();
111 *cp = '\0';
112 cp = buf;
113 while (isspace (*cp)) /* Skip blanks */
114 cp++;
115 145
116 if (sscanf (cp, "arch %s", variable)) 146 switch (f.kw)
117 {
118 if ((t->item = archetype::find (variable)) == NULL)
119 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
120 } 147 {
121 else if (sscanf (cp, "list %s", variable)) 148 case KW_arch:
122 t->name = variable; 149 t->item = archetype::find (f.get_str ());
123 else if (sscanf (cp, "change_name %s", variable)) 150 if (!t->item)
124 t->change_arch.name = variable;
125 else if (sscanf (cp, "change_title %s", variable))
126 t->change_arch.title = variable;
127 else if (sscanf (cp, "change_slaying %s", variable))
128 t->change_arch.slaying = variable;
129 else if (sscanf (cp, "chance %d", &value))
130 t->chance = (uint8) value;
131 else if (sscanf (cp, "nrof %d", &value))
132 t->nrof = (uint16) value;
133 else if (sscanf (cp, "magic %d", &value))
134 t->magic = (uint8) value;
135 else if (!strcmp (cp, "yes"))
136 t->next_yes = load_treasure (fp, line);
137 else if (!strcmp (cp, "no"))
138 t->next_no = load_treasure (fp, line);
139 else if (!strcmp (cp, "end"))
140 return t;
141 else if (!strcmp (cp, "more"))
142 { 151 {
143 t->next = load_treasure (fp, line); 152 f.parse_warn ("treasure references unknown archetype");
153 goto error;
154 }
155
156 break;
157
158 case KW_list: f.get (t->name); break;
159 case KW_change_name: f.get (t->change_arch.name); break;
160 case KW_change_title: f.get (t->change_arch.title); break;
161 case KW_change_slaying: f.get (t->change_arch.slaying); break;
162 case KW_chance: f.get (t->chance); break;
163 case KW_nrof: f.get (t->nrof); break;
164 case KW_magic: f.get (t->magic); break;
165
166 case KW_yes: t->next_yes = read_treasure (f); continue;
167 case KW_no: t->next_no = read_treasure (f); continue;
168
169 case KW_end:
170 f.next ();
144 return t; 171 return t;
172
173 case KW_more:
174 t->next = read_treasure (f);
175 return t;
176
177 default:
178 if (!f.parse_error ("treasurelist", t->name))
179 goto error;
180
181 return t;
145 } 182 }
146 else 183
147 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line); 184 f.next ();
148 } 185 }
149 LOG (llevError, "treasure lacks 'end'.\n"); 186
187 // not reached
188
189error:
190 delete t;
150 return t; 191 return 0;
151} 192}
152 193
153#ifdef TREASURE_DEBUG
154
155/* recursived checks the linked list. Treasurelist is passed only
156 * so that the treasure name can be printed out
157 */
158static void
159check_treasurelist (const treasure *t, const treasurelist * tl)
160{
161 if (t->item == NULL && t->name == NULL)
162 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
163 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
164 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
165 /* find_treasurelist will print out its own error message */
166 if (t->name && *t->name)
167 (void) find_treasurelist (t->name);
168 if (t->next)
169 check_treasurelist (t->next, tl);
170 if (t->next_yes)
171 check_treasurelist (t->next_yes, tl);
172 if (t->next_no)
173 check_treasurelist (t->next_no, tl);
174}
175#endif
176
177/* 194/*
178 * Opens LIBDIR/treasure and reads all treasure-declarations from it.
179 * Each treasure is parsed with the help of load_treasure(). 195 * Each treasure is parsed with the help of load_treasure().
180 */ 196 */
181 197treasurelist *
182void 198treasurelist::read (object_thawer &f)
183load_treasures (void)
184{ 199{
185 FILE *fp; 200 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
186 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
187 treasurelist *previous = NULL;
188 treasure *t;
189 int comp, line = 0;
190 201
191 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 202 bool one = f.kw == KW_treasureone;
192 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 203 treasurelist *tl = treasurelist::get (f.get_str ());
193 { 204 clear (tl);
194 LOG (llevError, "Can't open treasure file.\n"); 205 tl->items = read_treasure (f);
206 if (!tl->items)
195 return; 207 return 0;
196 }
197 while (fgets (buf, MAX_BUF, fp) != NULL)
198 {
199 line++;
200 if (*buf == '#')
201 continue;
202 208
203 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
204 {
205 treasurelist *tl = get_empty_treasurelist ();
206
207 tl->name = name;
208 if (previous == NULL)
209 first_treasurelist = tl;
210 else
211 previous->next = tl;
212 previous = tl;
213 tl->items = load_treasure (fp, &line);
214
215 /* This is a one of the many items on the list should be generated. 209 /* This is a one of the many items on the list should be generated.
216 * Add up the chance total, and check to make sure the yes & no 210 * Add up the chance total, and check to make sure the yes & no
217 * fields of the treasures are not being used. 211 * fields of the treasures are not being used.
218 */ 212 */
219 if (!strncmp (buf, "treasureone", 11)) 213 if (one)
214 {
215 for (treasure *t = tl->items; t; t = t->next)
216 {
217 if (t->next_yes || t->next_no)
220 { 218 {
221 for (t = tl->items; t != NULL; t = t->next)
222 {
223#ifdef TREASURE_DEBUG
224 if (t->next_yes || t->next_no)
225 {
226 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name); 219 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
227 LOG (llevError, " the next_yes or next_no field is set\n"); 220 LOG (llevError, " the next_yes or next_no field is set\n");
228 }
229#endif
230 tl->total_chance += t->chance;
231 }
232 } 221 }
233 }
234 else
235 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
236 }
237 close_and_delete (fp, comp);
238 222
239#ifdef TREASURE_DEBUG 223 tl->total_chance += t->chance;
240 /* Perform some checks on how valid the treasure data actually is. 224 }
241 * verify that list transitions work (ie, the list that it is supposed 225 }
242 * to transition to exists). Also, verify that at least the name
243 * or archetype is set for each treasure element.
244 */
245 for (previous = first_treasurelist; previous != NULL; previous = previous->next)
246 check_treasurelist (previous->items, previous);
247#endif
248}
249 226
250/*
251 * Searches for the given treasurelist in the globally linked list
252 * of treasurelists which has been built by load_treasures().
253 */
254
255treasurelist *
256find_treasurelist (const char *name)
257{
258 shstr_cmp name_ (name);
259
260 if (!name_)
261 return 0;
262
263 for (treasurelist * tl = first_treasurelist; tl != 0; tl = tl->next)
264 if (name_ == tl->name)
265 return tl;
266
267 if (first_treasurelist)
268 LOG (llevError, "Couldn't find treasurelist %s\n", name);
269
270 return 0; 227 return tl;
271} 228}
272
273 229
274/* 230/*
275 * Generates the objects specified by the given treasure. 231 * Generates the objects specified by the given treasure.
276 * It goes recursively through the rest of the linked list. 232 * It goes recursively through the rest of the linked list.
277 * If there is a certain percental chance for a treasure to be generated, 233 * If there is a certain percental chance for a treasure to be generated,
280 * being generated. 236 * being generated.
281 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 237 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
282 * abilities. This is used by summon spells, thus no summoned monsters 238 * abilities. This is used by summon spells, thus no summoned monsters
283 * start with equipment, but only their abilities). 239 * start with equipment, but only their abilities).
284 */ 240 */
285
286
287static void 241static void
288put_treasure (object *op, object *creator, int flags) 242put_treasure (object *op, object *creator, int flags)
289{ 243{
290 object *tmp; 244 if (flags & GT_ENVIRONMENT)
291 245 {
292 /* Bit of a hack - spells should never be put onto the map. The entire 246 /* Bit of a hack - spells should never be put onto the map. The entire
293 * treasure stuff is a problem - there is no clear idea of knowing 247 * treasure stuff is a problem - there is no clear idea of knowing
294 * this is the original object, or if this is an object that should be created 248 * this is the original object, or if this is an object that should be created
295 * by another object. 249 * by another object.
296 */ 250 */
297 if (flags & GT_ENVIRONMENT && op->type != SPELL) 251 //TODO: flag such as objects... as such (no drop, anybody?)
298 { 252 if (op->type == SPELL)
299 op->x = creator->x; 253 {
300 op->y = creator->y; 254 op->destroy ();
255 return;
256 }
257
258 op->expand_tail ();
259
260 if (op->blocked (creator->map, creator->x, creator->y))
261 op->destroy ();
262 else
263 {
301 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 264 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
302 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 265 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
266 }
303 } 267 }
304 else 268 else
305 { 269 {
306 op = insert_ob_in_ob (op, creator); 270 op = creator->insert (op);
271
307 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 272 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
308 monster_check_apply (creator, op); 273 monster_check_apply (creator, op);
309 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 274
275 if (flags & GT_UPDATE_INV)
276 if (object *tmp = creator->in_player ())
310 esrv_send_item (tmp, op); 277 esrv_send_item (tmp, op);
311 } 278 }
312} 279}
313 280
314/* if there are change_xxx commands in the treasure, we include the changes 281/* if there are change_xxx commands in the treasure, we include the changes
315 * in the generated object 282 * in the generated object
329 296
330 if (t->change_arch.slaying) 297 if (t->change_arch.slaying)
331 op->slaying = t->change_arch.slaying; 298 op->slaying = t->change_arch.slaying;
332} 299}
333 300
334void 301static void
335create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries) 302create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
336{ 303{
337 object *tmp;
338
339 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 304 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
340 { 305 {
341 if (t->name) 306 if (t->name)
342 { 307 {
343 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 308 if (difficulty >= t->magic)
309 if (treasurelist *tl = treasurelist::find (t->name))
344 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 310 create_treasure (tl, op, flag, difficulty, tries);
311 else
312 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
345 } 313 }
346 else 314 else
347 { 315 {
348 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 316 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
349 { 317 {
350 tmp = arch_to_object (t->item); 318 object *tmp = arch_to_object (t->item);
319
351 if (t->nrof && tmp->nrof <= 1) 320 if (t->nrof && tmp->nrof <= 1)
352 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 321 tmp->nrof = rndm (t->nrof) + 1;
322
353 fix_generated_item (tmp, op, difficulty, t->magic, flag); 323 fix_generated_item (tmp, op, difficulty, t->magic, flag);
354 change_treasure (t, tmp); 324 change_treasure (t, tmp);
355 put_treasure (tmp, op, flag); 325 put_treasure (tmp, op, flag);
356 } 326 }
357 } 327 }
358 328
359 if (t->next_yes != NULL) 329 if (t->next_yes)
360 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 330 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
361 } 331 }
362 else if (t->next_no != NULL) 332 else if (t->next_no)
363 create_all_treasures (t->next_no, op, flag, difficulty, tries); 333 create_all_treasures (t->next_no, op, flag, difficulty, tries);
364 334
365 if (t->next != NULL) 335 if (t->next)
366 create_all_treasures (t->next, op, flag, difficulty, tries); 336 create_all_treasures (t->next, op, flag, difficulty, tries);
367} 337}
368 338
369void 339static void
370create_one_treasure (treasurelist * tl, object *op, int flag, int difficulty, int tries) 340create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
371{ 341{
372 int value = RANDOM () % tl->total_chance; 342 int value = rndm (tl->total_chance);
373 treasure *t; 343 treasure *t;
374 344
375 if (tries++ > 100) 345 if (tries++ > 100)
376 { 346 {
377 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 347 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
378 return; 348 return;
379 } 349 }
380 350
381 for (t = tl->items; t != NULL; t = t->next) 351 for (t = tl->items; t; t = t->next)
382 { 352 {
383 value -= t->chance; 353 value -= t->chance;
384 354
385 if (value < 0) 355 if (value < 0)
386 break; 356 break;
387 } 357 }
388 358
389 if (!t || value >= 0) 359 if (!t || value >= 0)
390 {
391 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 360 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
392 abort ();
393 return;
394 }
395 361
396 if (t->name) 362 if (t->name)
397 { 363 {
398 if (!strcmp (t->name, "NONE"))
399 return;
400
401 if (difficulty >= t->magic) 364 if (difficulty >= t->magic)
365 {
366 treasurelist *tl = treasurelist::find (t->name);
367 if (tl)
402 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 368 create_treasure (tl, op, flag, difficulty, tries);
369 }
403 else if (t->nrof) 370 else if (t->nrof)
404 create_one_treasure (tl, op, flag, difficulty, tries); 371 create_one_treasure (tl, op, flag, difficulty, tries);
405
406 return;
407 } 372 }
408
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 373 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 374 {
411 object *tmp = arch_to_object (t->item); 375 if (object *tmp = arch_to_object (t->item))
412 376 {
413 if (!tmp)
414 return;
415
416 if (t->nrof && tmp->nrof <= 1) 377 if (t->nrof && tmp->nrof <= 1)
417 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 378 tmp->nrof = rndm (t->nrof) + 1;
418 379
419 fix_generated_item (tmp, op, difficulty, t->magic, flag); 380 fix_generated_item (tmp, op, difficulty, t->magic, flag);
420 change_treasure (t, tmp); 381 change_treasure (t, tmp);
421 put_treasure (tmp, op, flag); 382 put_treasure (tmp, op, flag);
383 }
422 } 384 }
385}
386
387void
388object::create_treasure (treasurelist *tl, int flags)
389{
390 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
423} 391}
424 392
425/* This calls the appropriate treasure creation function. tries is passed 393/* This calls the appropriate treasure creation function. tries is passed
426 * to determine how many list transitions or attempts to create treasure 394 * to determine how many list transitions or attempts to create treasure
427 * have been made. It is really in place to prevent infinite loops with 395 * have been made. It is really in place to prevent infinite loops with
428 * list transitions, or so that excessively good treasure will not be 396 * list transitions, or so that excessively good treasure will not be
429 * created on weak maps, because it will exceed the number of allowed tries 397 * created on weak maps, because it will exceed the number of allowed tries
430 * to do that. 398 * to do that.
431 */ 399 */
432void 400void
433create_treasure (treasurelist * t, object *op, int flag, int difficulty, int tries) 401create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
434{ 402{
403 // empty treasurelists are legal
404 if (!tl->items)
405 return;
435 406
436 if (tries++ > 100) 407 if (tries++ > 100)
437 { 408 {
438 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 409 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
439 return; 410 return;
440 } 411 }
412
413 if (op->flag [FLAG_TREASURE_ENV])
414 {
415 // do not generate items when there already is something above the object
416 if (op->flag [FLAG_IS_FLOOR] && op->above)
417 return;
418
419 flag |= GT_ENVIRONMENT;
420 }
421
441 if (t->total_chance) 422 if (tl->total_chance)
442 create_one_treasure (t, op, flag, difficulty, tries); 423 create_one_treasure (tl, op, flag, difficulty, tries);
443 else 424 else
444 create_all_treasures (t->items, op, flag, difficulty, tries); 425 create_all_treasures (tl->items, op, flag, difficulty, tries);
445} 426}
446 427
447/* This is similar to the old generate treasure function. However, 428/* This is similar to the old generate treasure function. However,
448 * it instead takes a treasurelist. It is really just a wrapper around 429 * it instead takes a treasurelist. It is really just a wrapper around
449 * create_treasure. We create a dummy object that the treasure gets 430 * create_treasure. We create a dummy object that the treasure gets
450 * inserted into, and then return that treausre 431 * inserted into, and then return that treausre
451 */ 432 */
452object * 433object *
453generate_treasure (treasurelist * t, int difficulty) 434generate_treasure (treasurelist *tl, int difficulty)
454{ 435{
455 object *ob = get_object (), *tmp; 436 difficulty = clamp (difficulty, 1, settings.max_level);
456 437
438 object *ob = object::create ();
439
457 create_treasure (t, ob, 0, difficulty, 0); 440 create_treasure (tl, ob, 0, difficulty, 0);
458 441
459 /* Don't want to free the object we are about to return */ 442 /* Don't want to free the object we are about to return */
460 tmp = ob->inv; 443 object *tmp = ob->inv;
461 if (tmp != NULL) 444 if (tmp)
462 remove_ob (tmp); 445 tmp->remove ();
446
463 if (ob->inv) 447 if (ob->inv)
464 {
465 LOG (llevError, "In generate treasure, created multiple objects.\n"); 448 LOG (llevError, "In generate treasure, created multiple objects.\n");
466 } 449
467 free_object (ob); 450 ob->destroy ();
468 return tmp; 451 return tmp;
469} 452}
470 453
471/* 454/*
472 * This is a new way of calculating the chance for an item to have 455 * This is a new way of calculating the chance for an item to have
474 * The array has two arguments, the difficulty of the level, and the 457 * The array has two arguments, the difficulty of the level, and the
475 * magical bonus "wanted". 458 * magical bonus "wanted".
476 */ 459 */
477 460
478static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 461static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
479
480/*chance of magic difficulty*/ 462// chance of magic difficulty
481
482/* +0 +1 +2 +3 +4 */ 463// +0 +1 +2 +3 +4
483 {95, 2, 2, 1, 0}, /*1 */ 464 {95, 2, 2, 1, 0}, // 1
484 {92, 5, 2, 1, 0}, /*2 */ 465 {92, 5, 2, 1, 0}, // 2
485 {85, 10, 4, 1, 0}, /*3 */ 466 {85, 10, 4, 1, 0}, // 3
486 {80, 14, 4, 2, 0}, /*4 */ 467 {80, 14, 4, 2, 0}, // 4
487 {75, 17, 5, 2, 1}, /*5 */ 468 {75, 17, 5, 2, 1}, // 5
488 {70, 18, 8, 3, 1}, /*6 */ 469 {70, 18, 8, 3, 1}, // 6
489 {65, 21, 10, 3, 1}, /*7 */ 470 {65, 21, 10, 3, 1}, // 7
490 {60, 22, 12, 4, 2}, /*8 */ 471 {60, 22, 12, 4, 2}, // 8
491 {55, 25, 14, 4, 2}, /*9 */ 472 {55, 25, 14, 4, 2}, // 9
492 {50, 27, 16, 5, 2}, /*10 */ 473 {50, 27, 16, 5, 2}, // 10
493 {45, 28, 18, 6, 3}, /*11 */ 474 {45, 28, 18, 6, 3}, // 11
494 {42, 28, 20, 7, 3}, /*12 */ 475 {42, 28, 20, 7, 3}, // 12
495 {40, 27, 21, 8, 4}, /*13 */ 476 {40, 27, 21, 8, 4}, // 13
496 {38, 25, 22, 10, 5}, /*14 */ 477 {38, 25, 22, 10, 5}, // 14
497 {36, 23, 23, 12, 6}, /*15 */ 478 {36, 23, 23, 12, 6}, // 15
498 {33, 21, 24, 14, 8}, /*16 */ 479 {33, 21, 24, 14, 8}, // 16
499 {31, 19, 25, 16, 9}, /*17 */ 480 {31, 19, 25, 16, 9}, // 17
500 {27, 15, 30, 18, 10}, /*18 */ 481 {27, 15, 30, 18, 10}, // 18
501 {20, 12, 30, 25, 13}, /*19 */ 482 {20, 12, 30, 25, 13}, // 19
502 {15, 10, 28, 30, 17}, /*20 */ 483 {15, 10, 28, 30, 17}, // 20
503 {13, 9, 27, 28, 23}, /*21 */ 484 {13, 9, 27, 28, 23}, // 21
504 {10, 8, 25, 28, 29}, /*22 */ 485 {10, 8, 25, 28, 29}, // 22
505 {8, 7, 23, 26, 36}, /*23 */ 486 { 8, 7, 23, 26, 36}, // 23
506 {6, 6, 20, 22, 46}, /*24 */ 487 { 6, 6, 20, 22, 46}, // 24
507 {4, 5, 17, 18, 56}, /*25 */ 488 { 4, 5, 17, 18, 56}, // 25
508 {2, 4, 12, 14, 68}, /*26 */ 489 { 2, 4, 12, 14, 68}, // 26
509 {0, 3, 7, 10, 80}, /*27 */ 490 { 0, 3, 7, 10, 80}, // 27
510 {0, 0, 3, 7, 90}, /*28 */ 491 { 0, 0, 3, 7, 90}, // 28
511 {0, 0, 0, 3, 97}, /*29 */ 492 { 0, 0, 0, 3, 97}, // 29
512 {0, 0, 0, 0, 100}, /*30 */ 493 { 0, 0, 0, 0, 100}, // 30
513 {0, 0, 0, 0, 100}, /*31 */ 494 { 0, 0, 0, 0, 100}, // 31
514}; 495};
515
516 496
517/* calculate the appropriate level for wands staves and scrolls. 497/* calculate the appropriate level for wands staves and scrolls.
518 * This code presumes that op has had its spell object created (in op->inv) 498 * This code presumes that op has had its spell object created (in op->inv)
519 * 499 *
520 * elmex Wed Aug 9 17:44:59 CEST 2006: 500 * elmex Wed Aug 9 17:44:59 CEST 2006:
521 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 501 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
522 */ 502 */
523
524int 503int
525level_for_item (const object *op, int difficulty) 504level_for_item (const object *op, int difficulty)
526{ 505{
527 int olevel = 0;
528
529 if (!op->inv) 506 if (!op->inv)
530 { 507 {
531 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 508 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
532 return 0; 509 return 0;
533 } 510 }
534 511
535 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 512 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
536 513
537 if (olevel <= 0) 514 if (olevel <= 0)
538 olevel = rndm (1, MIN (op->inv->level, 1)); 515 olevel = rndm (1, op->inv->level);
539 516
540 if (olevel > MAXLEVEL) 517 return min (olevel, MAXLEVEL);
541 olevel = MAXLEVEL;
542
543 return olevel;
544} 518}
545 519
546/* 520/*
547 * Based upon the specified difficulty and upon the difftomagic_list array, 521 * Based upon the specified difficulty and upon the difftomagic_list array,
548 * a random magical bonus is returned. This is used when determine 522 * a random magical bonus is returned. This is used when determine
551 * elmex Thu Aug 10 18:45:44 CEST 2006: 525 * elmex Thu Aug 10 18:45:44 CEST 2006:
552 * Scaling difficulty by max_level, as difficulty is a level and not some 526 * Scaling difficulty by max_level, as difficulty is a level and not some
553 * weird integer between 1-31. 527 * weird integer between 1-31.
554 * 528 *
555 */ 529 */
556
557int 530int
558magic_from_difficulty (int difficulty) 531magic_from_difficulty (int difficulty)
559{ 532{
560 int percent = 0, magic = 0; 533 int percent = 0, magic = 0;
561 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 534 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
566 scaled_diff = 0; 539 scaled_diff = 0;
567 540
568 if (scaled_diff >= DIFFLEVELS) 541 if (scaled_diff >= DIFFLEVELS)
569 scaled_diff = DIFFLEVELS - 1; 542 scaled_diff = DIFFLEVELS - 1;
570 543
571 percent = RANDOM () % 100; 544 percent = rndm (100);
572 545
573 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 546 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
574 { 547 {
575 percent -= difftomagic_list[scaled_diff][magic]; 548 percent -= difftomagic_list[scaled_diff][magic];
576 549
582 { 555 {
583 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 556 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
584 magic = 0; 557 magic = 0;
585 } 558 }
586 559
587 magic = (RANDOM () % 3) ? magic : -magic; 560 magic = (rndm (3)) ? magic : -magic;
588 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 561 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
589 562
590 return magic; 563 return magic;
591} 564}
592 565
605 578
606 op->magic = magic; 579 op->magic = magic;
607 if (op->arch) 580 if (op->arch)
608 { 581 {
609 if (op->type == ARMOUR) 582 if (op->type == ARMOUR)
610 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 583 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
611 584
612 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 585 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
613 magic = (-magic); 586 magic = (-magic);
614 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 587 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
615 } 588 }
616 else 589 else
617 { 590 {
618 if (op->type == ARMOUR) 591 if (op->type == ARMOUR)
619 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 592 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
620 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 593 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
621 magic = (-magic); 594 magic = (-magic);
622 op->weight = (op->weight * (100 - magic * 10)) / 100; 595 op->weight = (op->weight * (100 - magic * 10)) / 100;
623 } 596 }
624} 597}
625 598
649 * 1) Since rings can have multiple bonuses, if the same bonus 622 * 1) Since rings can have multiple bonuses, if the same bonus
650 * is rolled again, increase it - the bonuses now stack with 623 * is rolled again, increase it - the bonuses now stack with
651 * other bonuses previously rolled and ones the item might natively have. 624 * other bonuses previously rolled and ones the item might natively have.
652 * 2) Add code to deal with new PR method. 625 * 2) Add code to deal with new PR method.
653 */ 626 */
654
655void 627void
656set_ring_bonus (object *op, int bonus) 628set_ring_bonus (object *op, int bonus)
657{ 629{
658 630
659 int r = RANDOM () % (bonus > 0 ? 25 : 11); 631 int r = rndm (bonus > 0 ? 25 : 11);
660 632
661 if (op->type == AMULET) 633 if (op->type == AMULET)
662 { 634 {
663 if (!(RANDOM () % 21)) 635 if (!(rndm (21)))
664 r = 20 + RANDOM () % 2; 636 r = 20 + rndm (2);
665 else 637 else
666 { 638 {
667 if (RANDOM () & 2) 639 if (rndm (2))
668 r = 10; 640 r = 10;
669 else 641 else
670 r = 11 + RANDOM () % 9; 642 r = 11 + rndm (9);
671 } 643 }
672 } 644 }
673 645
674 switch (r) 646 switch (r)
675 { 647 {
682 case 2: 654 case 2:
683 case 3: 655 case 3:
684 case 4: 656 case 4:
685 case 5: 657 case 5:
686 case 6: 658 case 6:
687 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 659 op->stats.stat (r) += bonus;
688 break; 660 break;
689 661
690 case 7: 662 case 7:
691 op->stats.dam += bonus; 663 op->stats.dam += bonus;
692 break; 664 break;
712 case 16: 684 case 16:
713 case 17: 685 case 17:
714 case 18: 686 case 18:
715 case 19: 687 case 19:
716 { 688 {
717 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 689 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
718 690
719 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 691 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
720 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 692 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
721 693
722 /* Cursed items need to have higher negative values to equal out with 694 /* Cursed items need to have higher negative values to equal out with
723 * positive values for how protections work out. Put another 695 * positive values for how protections work out. Put another
724 * little random element in since that they don't always end up with 696 * little random element in since that they don't always end up with
725 * even values. 697 * even values.
726 */ 698 */
727 if (bonus < 0) 699 if (bonus < 0)
728 val = 2 * -val - RANDOM () % b; 700 val = 2 * -val - rndm (b);
729 if (val > 35) 701 if (val > 35)
730 val = 35; /* Upper limit */ 702 val = 35; /* Upper limit */
731 b = 0; 703 b = 0;
704
732 while (op->resist[resist_table[resist]] != 0 && b < 4) 705 while (op->resist[resist_table[resist]] != 0 && b < 4)
733 {
734 resist = RANDOM () % num_resist_table; 706 resist = rndm (num_resist_table);
735 } 707
736 if (b == 4) 708 if (b == 4)
737 return; /* Not able to find a free resistance */ 709 return; /* Not able to find a free resistance */
710
738 op->resist[resist_table[resist]] = val; 711 op->resist[resist_table[resist]] = val;
739 /* We should probably do something more clever here to adjust value 712 /* We should probably do something more clever here to adjust value
740 * based on how good a resistance we gave. 713 * based on how good a resistance we gave.
741 */ 714 */
742 break; 715 break;
770 case 22: 743 case 22:
771 op->stats.exp += bonus; /* Speed! */ 744 op->stats.exp += bonus; /* Speed! */
772 op->value = (op->value * 2) / 3; 745 op->value = (op->value * 2) / 3;
773 break; 746 break;
774 } 747 }
748
775 if (bonus > 0) 749 if (bonus > 0)
776 op->value *= 2 * bonus; 750 op->value *= 2 * bonus;
777 else 751 else
778 op->value = -(op->value * 2 * bonus) / 3; 752 op->value = -(op->value * 2 * bonus) / 3;
779} 753}
784 * higher is the chance of returning a low number. 758 * higher is the chance of returning a low number.
785 * It is only used in fix_generated_treasure() to set bonuses on 759 * It is only used in fix_generated_treasure() to set bonuses on
786 * rings and amulets. 760 * rings and amulets.
787 * Another scheme is used to calculate the magic of weapons and armours. 761 * Another scheme is used to calculate the magic of weapons and armours.
788 */ 762 */
789
790int 763int
791get_magic (int diff) 764get_magic (int diff)
792{ 765{
793 int i; 766 int i;
794 767
795 if (diff < 3) 768 if (diff < 3)
796 diff = 3; 769 diff = 3;
770
797 for (i = 0; i < 4; i++) 771 for (i = 0; i < 4; i++)
798 if (RANDOM () % diff) 772 if (rndm (diff))
799 return i; 773 return i;
774
800 return 4; 775 return 4;
801} 776}
802 777
803#define DICE2 (get_magic(2)==2?2:1) 778#define DICE2 (get_magic(2)==2?2:1)
804#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 779#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
805 780
806/* 781/*
807 * fix_generated_item(): This is called after an item is generated, in 782 * fix_generated_item(): This is called after an item is generated, in
808 * order to set it up right. This produced magical bonuses, puts spells 783 * order to set it up right. This produced magical bonuses, puts spells
809 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 784 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
823 * value. 798 * value.
824 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 799 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
825 * a working object - don't change magic, value, etc, but set it material 800 * a working object - don't change magic, value, etc, but set it material
826 * type as appropriate, for objects that need spell objects, set those, etc 801 * type as appropriate, for objects that need spell objects, set those, etc
827 */ 802 */
828
829void 803void
830fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags) 804fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
831{ 805{
832 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 806 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
833 807
838 save_item_power = op->item_power; 812 save_item_power = op->item_power;
839 op->item_power = 0; 813 op->item_power = 0;
840 814
841 if (op->randomitems && op->type != SPELL) 815 if (op->randomitems && op->type != SPELL)
842 { 816 {
843 create_treasure (op->randomitems, op, flags, difficulty, 0); 817 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
844 if (!op->inv)
845 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
846
847 /* So the treasure doesn't get created again */ 818 /* So the treasure doesn't get created again */
848 op->randomitems = NULL; 819 op->randomitems = 0;
849 } 820 }
850 821
851 if (difficulty < 1) 822 if (difficulty < 1)
852 difficulty = 1; 823 difficulty = 1;
853 824
825 if (INVOKE_OBJECT (ADD_BONUS, op,
826 ARG_OBJECT (creator != op ? creator : 0),
827 ARG_INT (difficulty), ARG_INT (max_magic),
828 ARG_INT (flags)))
829 return;
830
854 if (!(flags & GT_MINIMAL)) 831 if (!(flags & GT_MINIMAL))
855 { 832 {
856 if (op->arch == crown_arch) 833 if (IS_ARCH (op->arch, crown))
857 { 834 {
858 set_magic (difficulty, op, max_magic, flags); 835 set_magic (difficulty, op, max_magic, flags);
859 num_enchantments = calc_item_power (op, 1); 836 num_enchantments = calc_item_power (op, 1);
860 generate_artifact (op, difficulty); 837 generate_artifact (op, difficulty);
861 } 838 }
864 if (!op->magic && max_magic) 841 if (!op->magic && max_magic)
865 set_magic (difficulty, op, max_magic, flags); 842 set_magic (difficulty, op, max_magic, flags);
866 843
867 num_enchantments = calc_item_power (op, 1); 844 num_enchantments = calc_item_power (op, 1);
868 845
869 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 846 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
870 * used for shop_floors or treasures */ 847 || op->type == HORN
848 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
871 generate_artifact (op, difficulty); 849 generate_artifact (op, difficulty);
872 } 850 }
873 851
874 /* Object was made an artifact. Calculate its item_power rating. 852 /* Object was made an artifact. Calculate its item_power rating.
875 * the item_power in the object is what the artfiact adds. 853 * the item_power in the object is what the artfiact adds.
917 { 895 {
918 if (op->type == POTION) 896 if (op->type == POTION)
919 /* Handle healing and magic power potions */ 897 /* Handle healing and magic power potions */
920 if (op->stats.sp && !op->randomitems) 898 if (op->stats.sp && !op->randomitems)
921 { 899 {
922 object *tmp;
923
924 tmp = get_archetype (spell_mapping[op->stats.sp]); 900 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
925 insert_ob_in_ob (tmp, op); 901 insert_ob_in_ob (tmp, op);
926 op->stats.sp = 0; 902 op->stats.sp = 0;
927 } 903 }
928 } 904 }
929 else if (!op->title) /* Only modify object if not special */ 905 else if (!op->title) /* Only modify object if not special */
932 case WEAPON: 908 case WEAPON:
933 case ARMOUR: 909 case ARMOUR:
934 case SHIELD: 910 case SHIELD:
935 case HELMET: 911 case HELMET:
936 case CLOAK: 912 case CLOAK:
937 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 913 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
938 set_ring_bonus (op, -DICE2); 914 set_ring_bonus (op, -DICE2);
939 break; 915 break;
940 916
941 case BRACERS: 917 case BRACERS:
942 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 918 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
943 { 919 {
944 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 920 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
945 if (!QUERY_FLAG (op, FLAG_CURSED)) 921 if (!QUERY_FLAG (op, FLAG_CURSED))
946 op->value *= 3; 922 op->value *= 3;
947 } 923 }
973 */ 949 */
974 if (op->inv && op->randomitems) 950 if (op->inv && op->randomitems)
975 { 951 {
976 /* value multiplier is same as for scrolls */ 952 /* value multiplier is same as for scrolls */
977 op->value = (op->value * op->inv->value); 953 op->value = (op->value * op->inv->value);
978 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty; 954 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
979 } 955 }
980 else 956 else
981 { 957 {
982 op->name = "potion"; 958 op->name = "potion";
983 op->name_pl = "potions"; 959 op->name_pl = "potions";
984 } 960 }
985 961
986 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2) 962 if (!(flags & GT_ONLY_GOOD) && rndm (2))
987 SET_FLAG (op, FLAG_CURSED); 963 SET_FLAG (op, FLAG_CURSED);
988 break; 964 break;
989 } 965 }
990 966
991 case AMULET: 967 case AMULET:
992 if (op->arch == amulet_arch) 968 if (IS_ARCH (op->arch, amulet))
993 op->value *= 5; /* Since it's not just decoration */ 969 op->value *= 5; /* Since it's not just decoration */
994 970
995 case RING: 971 case RING:
996 if (op->arch == NULL) 972 if (!op->arch) // wtf? schmorp
997 { 973 {
998 remove_ob (op); 974 op->destroy ();
999 free_object (op);
1000 op = NULL; 975 op = 0;
1001 break; 976 break;
1002 } 977 }
1003 978
1004 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */ 979 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
1005 break; 980 break;
1006 981
1007 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3)) 982 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
1008 SET_FLAG (op, FLAG_CURSED); 983 SET_FLAG (op, FLAG_CURSED);
1009 984
1010 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 985 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1011 986
1012 if (op->type != RING) /* Amulets have only one ability */ 987 if (op->type != RING) /* Amulets have only one ability */
1013 break; 988 break;
1014 989
1015 if (!(RANDOM () % 4)) 990 if (!(rndm (4)))
1016 { 991 {
1017 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 992 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 993
1019 if (d > 0) 994 if (d > 0)
1020 op->value *= 3; 995 op->value *= 3;
1021 996
1022 set_ring_bonus (op, d); 997 set_ring_bonus (op, d);
1023 998
1024 if (!(RANDOM () % 4)) 999 if (!(rndm (4)))
1025 { 1000 {
1026 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1001 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1027 1002
1028 if (d > 0) 1003 if (d > 0)
1029 op->value *= 5; 1004 op->value *= 5;
1030 set_ring_bonus (op, d); 1005 set_ring_bonus (op, d);
1031 } 1006 }
1032 } 1007 }
1033 1008
1034 if (GET_ANIM_ID (op)) 1009 if (GET_ANIM_ID (op))
1035 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1010 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1036 1011
1037 break; 1012 break;
1038 1013
1039 case BOOK: 1014 case BOOK:
1040 /* Is it an empty book?, if yes lets make a special· 1015 /* Is it an empty book?, if yes lets make a special·
1041 * msg for it, and tailor its properties based on the· 1016 * msg for it, and tailor its properties based on the·
1042 * creator and/or map level we found it on. 1017 * creator and/or map level we found it on.
1043 */ 1018 */
1044 if (!op->msg && RANDOM () % 10) 1019 if (!op->msg && rndm (10))
1045 { 1020 {
1046 /* set the book level properly */ 1021 /* set the book level properly */
1047 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1022 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1048 { 1023 {
1049 if (op->map && op->map->difficulty) 1024 if (op->map && op->map->difficulty)
1050 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1025 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1051 else 1026 else
1052 op->level = RANDOM () % 20 + 1; 1027 op->level = rndm (20) + 1;
1053 } 1028 }
1054 else 1029 else
1055 op->level = RANDOM () % creator->level; 1030 op->level = rndm (creator->level);
1056 1031
1057 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1032 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1058 /* books w/ info are worth more! */ 1033 /* books w/ info are worth more! */
1059 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1034 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1060 /* creator related stuff */ 1035 /* creator related stuff */
1159 */ 1134 */
1160 1135
1161/* 1136/*
1162 * Allocate and return the pointer to an empty artifactlist structure. 1137 * Allocate and return the pointer to an empty artifactlist structure.
1163 */ 1138 */
1164
1165static artifactlist * 1139static artifactlist *
1166get_empty_artifactlist (void) 1140get_empty_artifactlist (void)
1167{ 1141{
1168 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1142 return salloc0<artifactlist> ();
1169
1170 if (tl == NULL)
1171 fatal (OUT_OF_MEMORY);
1172 tl->next = NULL;
1173 tl->items = NULL;
1174 tl->total_chance = 0;
1175 return tl;
1176} 1143}
1177 1144
1178/* 1145/*
1179 * Allocate and return the pointer to an empty artifact structure. 1146 * Allocate and return the pointer to an empty artifact structure.
1180 */ 1147 */
1181
1182static artifact * 1148static artifact *
1183get_empty_artifact (void) 1149get_empty_artifact (void)
1184{ 1150{
1185 artifact *t = (artifact *) malloc (sizeof (artifact)); 1151 return salloc0<artifact> ();
1186
1187 if (t == NULL)
1188 fatal (OUT_OF_MEMORY);
1189 t->item = NULL;
1190 t->next = NULL;
1191 t->chance = 0;
1192 t->difficulty = 0;
1193 t->allowed = NULL;
1194 return t;
1195} 1152}
1196 1153
1197/* 1154/*
1198 * Searches the artifact lists and returns one that has the same type 1155 * Searches the artifact lists and returns one that has the same type
1199 * of objects on it. 1156 * of objects on it.
1200 */ 1157 */
1201
1202artifactlist * 1158artifactlist *
1203find_artifactlist (int type) 1159find_artifactlist (int type)
1204{ 1160{
1205 artifactlist *al;
1206
1207 for (al = first_artifactlist; al != NULL; al = al->next) 1161 for (artifactlist *al = first_artifactlist; al; al = al->next)
1208 if (al->type == type) 1162 if (al->type == type)
1209 return al; 1163 return al;
1210 return NULL;
1211}
1212 1164
1213/*
1214 * For debugging purposes. Dumps all tables.
1215 */
1216
1217void
1218dump_artifacts (void)
1219{
1220 artifactlist *al;
1221 artifact *art;
1222 linked_char *next;
1223
1224 fprintf (logfile, "\n");
1225 for (al = first_artifactlist; al != NULL; al = al->next)
1226 {
1227 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1228 for (art = al->items; art != NULL; art = art->next)
1229 {
1230 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1231 if (art->allowed != NULL)
1232 {
1233 fprintf (logfile, "\tAllowed combinations:");
1234 for (next = art->allowed; next != NULL; next = next->next)
1235 fprintf (logfile, "%s,", &next->name);
1236 fprintf (logfile, "\n");
1237 }
1238 }
1239 }
1240 fprintf (logfile, "\n");
1241}
1242
1243/*
1244 * For debugging purposes. Dumps all treasures recursively (see below).
1245 */
1246void
1247dump_monster_treasure_rec (const char *name, treasure *t, int depth)
1248{
1249 treasurelist *tl;
1250 int i;
1251
1252 if (depth > 100)
1253 return; 1165 return 0;
1254 while (t != NULL)
1255 {
1256 if (t->name != NULL)
1257 {
1258 for (i = 0; i < depth; i++)
1259 fprintf (logfile, " ");
1260 fprintf (logfile, "{ (list: %s)\n", &t->name);
1261 tl = find_treasurelist (t->name);
1262 dump_monster_treasure_rec (name, tl->items, depth + 2);
1263 for (i = 0; i < depth; i++)
1264 fprintf (logfile, " ");
1265 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1266 }
1267 else
1268 {
1269 for (i = 0; i < depth; i++)
1270 fprintf (logfile, " ");
1271 if (t->item->clone.type == FLESH)
1272 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1273 else
1274 fprintf (logfile, "%s\n", &t->item->clone.name);
1275 }
1276 if (t->next_yes != NULL)
1277 {
1278 for (i = 0; i < depth; i++)
1279 fprintf (logfile, " ");
1280 fprintf (logfile, " (if yes)\n");
1281 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1282 }
1283 if (t->next_no != NULL)
1284 {
1285 for (i = 0; i < depth; i++)
1286 fprintf (logfile, " ");
1287 fprintf (logfile, " (if no)\n");
1288 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1289 }
1290 t = t->next;
1291 }
1292}
1293
1294/*
1295 * For debugging purposes. Dumps all treasures for a given monster.
1296 * Created originally by Raphael Quinet for debugging the alchemy code.
1297 */
1298
1299void
1300dump_monster_treasure (const char *name)
1301{
1302 archetype *at;
1303 int found;
1304
1305 found = 0;
1306 fprintf (logfile, "\n");
1307 for (at = first_archetype; at != NULL; at = at->next)
1308 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1309 {
1310 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1311 if (at->clone.randomitems != NULL)
1312 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1313 else
1314 fprintf (logfile, "(nothing)\n");
1315 fprintf (logfile, "\n");
1316 found++;
1317 }
1318 if (found == 0)
1319 fprintf (logfile, "No objects have the name %s!\n\n", name);
1320} 1166}
1321 1167
1322/* 1168/*
1323 * Builds up the lists of artifacts from the file in the libdir. 1169 * Builds up the lists of artifacts from the file in the libdir.
1324 */ 1170 */
1325
1326void 1171void
1327init_artifacts (void) 1172init_artifacts (void)
1328{ 1173{
1329 static int has_been_inited = 0; 1174 static int has_been_inited = 0;
1330 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1175 char filename[MAX_BUF];
1331 artifact *art = NULL; 1176 artifact *art = NULL;
1332 linked_char *tmp;
1333 int value;
1334 artifactlist *al; 1177 artifactlist *al;
1335 1178
1336 if (has_been_inited) 1179 if (has_been_inited)
1337 return; 1180 return;
1338 else 1181 else
1339 has_been_inited = 1; 1182 has_been_inited = 1;
1340 1183
1341 sprintf (filename, "%s/artifacts", settings.datadir); 1184 sprintf (filename, "%s/artifacts", settings.datadir);
1342 object_thawer thawer (filename); 1185 object_thawer f (filename);
1343 1186
1344 if (!thawer) 1187 if (!f)
1345 return; 1188 return;
1346 1189
1347 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1190 for (;;)
1348 { 1191 {
1349 if (*buf == '#') 1192 switch (f.kw)
1350 continue;
1351 if ((cp = strchr (buf, '\n')) != NULL)
1352 *cp = '\0';
1353 cp = buf;
1354 while (*cp == ' ') /* Skip blanks */
1355 cp++;
1356 if (*cp == '\0')
1357 continue;
1358
1359 if (!strncmp (cp, "Allowed", 7))
1360 { 1193 {
1194 case KW_allowed:
1361 if (art == NULL) 1195 if (!art)
1196 art = get_empty_artifact ();
1197
1362 { 1198 {
1363 art = get_empty_artifact (); 1199 if (!strcmp (f.get_str (), "all"))
1364 nrofartifacts++; 1200 break;
1201
1202 char *next, *cp = f.get_str ();
1203
1204 do
1205 {
1206 if ((next = strchr (cp, ',')))
1207 *next++ = '\0';
1208
1209 linked_char *tmp = new linked_char;
1210
1211 tmp->name = cp;
1212 tmp->next = art->allowed;
1213 art->allowed = tmp;
1214 }
1215 while ((cp = next));
1365 } 1216 }
1366 cp = strchr (cp, ' ') + 1; 1217 break;
1367 if (!strcmp (cp, "all")) 1218
1219 case KW_chance:
1220 f.get (art->chance);
1221 break;
1222
1223 case KW_difficulty:
1224 f.get (art->difficulty);
1225 break;
1226
1227 case KW_object:
1228 {
1229 art->item = object::create ();
1230 f.get (art->item->name);
1231 f.next ();
1232
1233 if (!art->item->parse_kv (f))
1234 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1235
1236 al = find_artifactlist (art->item->type);
1237
1238 if (!al)
1239 {
1240 al = get_empty_artifactlist ();
1241 al->type = art->item->type;
1242 al->next = first_artifactlist;
1243 first_artifactlist = al;
1244 }
1245
1246 art->next = al->items;
1247 al->items = art;
1248 art = 0;
1249 }
1368 continue; 1250 continue;
1369 1251
1370 do 1252 case KW_EOF:
1253 goto done;
1254
1255 default:
1256 if (!f.parse_error ("artifacts file"))
1257 cleanup ("artifacts file required");
1371 { 1258 break;
1372 nrofallowedstr++;
1373 if ((next = strchr (cp, ',')) != NULL)
1374 *(next++) = '\0';
1375 tmp = new linked_char;
1376
1377 tmp->name = cp;
1378 tmp->next = art->allowed;
1379 art->allowed = tmp;
1380 }
1381 while ((cp = next) != NULL);
1382 }
1383 else if (sscanf (cp, "chance %d", &value))
1384 art->chance = (uint16) value;
1385 else if (sscanf (cp, "difficulty %d", &value))
1386 art->difficulty = (uint8) value;
1387 else if (!strncmp (cp, "Object", 6))
1388 { 1259 }
1389 art->item = get_object ();
1390 1260
1391 if (!load_object (thawer, art->item, 0)) 1261 f.next ();
1392 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1393
1394 art->item->name = strchr (cp, ' ') + 1;
1395 al = find_artifactlist (art->item->type);
1396 if (al == NULL)
1397 {
1398 al = get_empty_artifactlist ();
1399 al->type = art->item->type;
1400 al->next = first_artifactlist;
1401 first_artifactlist = al;
1402 }
1403 art->next = al->items;
1404 al->items = art;
1405 art = NULL;
1406 }
1407 else
1408 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1409 } 1262 }
1410 1263
1264done:
1411 for (al = first_artifactlist; al != NULL; al = al->next) 1265 for (al = first_artifactlist; al; al = al->next)
1412 { 1266 {
1267 al->total_chance = 0;
1268
1413 for (art = al->items; art != NULL; art = art->next) 1269 for (art = al->items; art; art = art->next)
1414 { 1270 {
1415 if (!art->chance) 1271 if (!art->chance)
1416 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1272 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1417 else 1273 else
1418 al->total_chance += art->chance; 1274 al->total_chance += art->chance;
1423 } 1279 }
1424 1280
1425 LOG (llevDebug, "done.\n"); 1281 LOG (llevDebug, "done.\n");
1426} 1282}
1427 1283
1428
1429/* 1284/*
1430 * Used in artifact generation. The bonuses of the first object 1285 * Used in artifact generation. The bonuses of the first object
1431 * is modified by the bonuses of the second object. 1286 * is modified by the bonuses of the second object.
1432 */ 1287 */
1433
1434void 1288void
1435add_abilities (object *op, object *change) 1289add_abilities (object *op, object *change)
1436{ 1290{
1437 int i, tmp; 1291 int i, tmp;
1438 1292
1439 if (change->face != blank_face) 1293 if (change->face != blank_face)
1440 { 1294 {
1441#ifdef TREASURE_VERBOSE 1295#ifdef TREASURE_VERBOSE
1442 LOG (llevDebug, "FACE: %d\n", change->face->number); 1296 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1443#endif 1297#endif
1444 op->face = change->face; 1298 op->face = change->face;
1445 } 1299 }
1446 1300
1447 for (i = 0; i < NUM_STATS; i++) 1301 for (i = 0; i < NUM_STATS; i++)
1448 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1302 change_attr_value (&(op->stats), i, change->stats.stat (i));
1449 1303
1450 op->attacktype |= change->attacktype; 1304 op->attacktype |= change->attacktype;
1451 op->path_attuned |= change->path_attuned; 1305 op->path_attuned |= change->path_attuned;
1452 op->path_repelled |= change->path_repelled; 1306 op->path_repelled |= change->path_repelled;
1453 op->path_denied |= change->path_denied; 1307 op->path_denied |= change->path_denied;
1483 CLEAR_FLAG (op, FLAG_ANIMATE); 1337 CLEAR_FLAG (op, FLAG_ANIMATE);
1484 /* so artifacts will join */ 1338 /* so artifacts will join */
1485 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1339 if (!QUERY_FLAG (op, FLAG_ALIVE))
1486 op->speed = 0.0; 1340 op->speed = 0.0;
1487 1341
1488 update_ob_speed (op); 1342 op->set_speed (op->speed);
1489 } 1343 }
1490 1344
1491 if (change->nrof) 1345 if (change->nrof)
1492 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1346 op->nrof = rndm (change->nrof) + 1;
1493 1347
1494 op->stats.exp += change->stats.exp; /* Speed modifier */ 1348 op->stats.exp += change->stats.exp; /* Speed modifier */
1495 op->stats.wc += change->stats.wc; 1349 op->stats.wc += change->stats.wc;
1496 op->stats.ac += change->stats.ac; 1350 op->stats.ac += change->stats.ac;
1497 1351
1505 { 1359 {
1506 object *tmp_obj; 1360 object *tmp_obj;
1507 1361
1508 /* Remove any spells this object currently has in it */ 1362 /* Remove any spells this object currently has in it */
1509 while (op->inv) 1363 while (op->inv)
1510 { 1364 op->inv->destroy ();
1511 tmp_obj = op->inv;
1512 remove_ob (tmp_obj);
1513 free_object (tmp_obj);
1514 }
1515 1365
1516 tmp_obj = arch_to_object (change->other_arch); 1366 tmp_obj = arch_to_object (change->other_arch);
1517 insert_ob_in_ob (tmp_obj, op); 1367 insert_ob_in_ob (tmp_obj, op);
1518 } 1368 }
1519 /* No harm setting this for potions/horns */ 1369 /* No harm setting this for potions/horns */
1556 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1406 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1557 1407
1558 op->item_power = change->item_power; 1408 op->item_power = change->item_power;
1559 1409
1560 for (i = 0; i < NROFATTACKS; i++) 1410 for (i = 0; i < NROFATTACKS; i++)
1561 {
1562 if (change->resist[i]) 1411 if (change->resist[i])
1563 {
1564 op->resist[i] += change->resist[i]; 1412 op->resist[i] += change->resist[i];
1565 }
1566 }
1567 1413
1568 if (change->stats.dam) 1414 if (change->stats.dam)
1569 { 1415 {
1570 if (change->stats.dam < 0) 1416 if (change->stats.dam < 0)
1571 op->stats.dam = (-change->stats.dam); 1417 op->stats.dam = (-change->stats.dam);
1608 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1454 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1609 } 1455 }
1610 1456
1611 op->value *= change->value; 1457 op->value *= change->value;
1612 1458
1613 if (change->material) 1459 if (change->materials)
1614 op->material = change->material; 1460 op->materials = change->materials;
1615 1461
1616 if (change->materialname) 1462 if (change->materialname)
1617 op->materialname = change->materialname; 1463 op->materialname = change->materialname;
1618 1464
1619 if (change->slaying) 1465 if (change->slaying)
1625 if (change->msg) 1471 if (change->msg)
1626 op->msg = change->msg; 1472 op->msg = change->msg;
1627} 1473}
1628 1474
1629static int 1475static int
1630legal_artifact_combination (object *op, artifact * art) 1476legal_artifact_combination (object *op, artifact *art)
1631{ 1477{
1632 int neg, success = 0; 1478 int neg, success = 0;
1633 linked_char *tmp; 1479 linked_char *tmp;
1634 const char *name; 1480 const char *name;
1635 1481
1636 if (art->allowed == (linked_char *) NULL) 1482 if (!art->allowed)
1637 return 1; /* Ie, "all" */ 1483 return 1; /* Ie, "all" */
1484
1638 for (tmp = art->allowed; tmp; tmp = tmp->next) 1485 for (tmp = art->allowed; tmp; tmp = tmp->next)
1639 { 1486 {
1640#ifdef TREASURE_VERBOSE 1487#ifdef TREASURE_VERBOSE
1641 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1488 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1642#endif 1489#endif
1643 if (*tmp->name == '!') 1490 if (*tmp->name == '!')
1644 name = tmp->name + 1, neg = 1; 1491 name = tmp->name + 1, neg = 1;
1645 else 1492 else
1646 name = tmp->name, neg = 0; 1493 name = tmp->name, neg = 0;
1647 1494
1648 /* If we match name, then return the opposite of 'neg' */ 1495 /* If we match name, then return the opposite of 'neg' */
1649 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1496 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1650 return !neg; 1497 return !neg;
1651 1498
1652 /* Set success as true, since if the match was an inverse, it means 1499 /* Set success as true, since if the match was an inverse, it means
1653 * everything is allowed except what we match 1500 * everything is allowed except what we match
1654 */ 1501 */
1655 else if (neg) 1502 else if (neg)
1656 success = 1; 1503 success = 1;
1657 } 1504 }
1505
1658 return success; 1506 return success;
1659} 1507}
1660 1508
1661/* 1509/*
1662 * Fixes the given object, giving it the abilities and titles 1510 * Fixes the given object, giving it the abilities and titles
1713 return; 1561 return;
1714 } 1562 }
1715 1563
1716 for (i = 0; i < ARTIFACT_TRIES; i++) 1564 for (i = 0; i < ARTIFACT_TRIES; i++)
1717 { 1565 {
1718 int roll = RANDOM () % al->total_chance; 1566 int roll = rndm (al->total_chance);
1719 1567
1720 for (art = al->items; art != NULL; art = art->next) 1568 for (art = al->items; art; art = art->next)
1721 { 1569 {
1722 roll -= art->chance; 1570 roll -= art->chance;
1723 if (roll < 0) 1571 if (roll < 0)
1724 break; 1572 break;
1725 } 1573 }
1741 continue; 1589 continue;
1742 1590
1743 if (!legal_artifact_combination (op, art)) 1591 if (!legal_artifact_combination (op, art))
1744 { 1592 {
1745#ifdef TREASURE_VERBOSE 1593#ifdef TREASURE_VERBOSE
1746 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1594 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1747#endif 1595#endif
1748 continue; 1596 continue;
1749 } 1597 }
1598
1750 give_artifact_abilities (op, art->item); 1599 give_artifact_abilities (op, art->item);
1751 return; 1600 return;
1752 } 1601 }
1753} 1602}
1754 1603
1798 SET_FLAG (item, FLAG_NO_STEAL); 1647 SET_FLAG (item, FLAG_NO_STEAL);
1799 } 1648 }
1800} 1649}
1801 1650
1802/* special_potion() - so that old potion code is still done right. */ 1651/* special_potion() - so that old potion code is still done right. */
1803
1804int 1652int
1805special_potion (object *op) 1653special_potion (object *op)
1806{ 1654{
1807
1808 int i;
1809
1810 if (op->attacktype) 1655 if (op->attacktype)
1811 return 1; 1656 return 1;
1812 1657
1813 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1658 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1814 return 1; 1659 return 1;
1815 1660
1816 for (i = 0; i < NROFATTACKS; i++) 1661 for (int i = 0; i < NROFATTACKS; i++)
1817 if (op->resist[i]) 1662 if (op->resist[i])
1818 return 1; 1663 return 1;
1819 1664
1820 return 0; 1665 return 0;
1821} 1666}
1822 1667
1823void 1668void
1824free_treasurestruct (treasure *t) 1669free_treasurestruct (treasure *t)
1825{ 1670{
1826 if (t->next)
1827 free_treasurestruct (t->next); 1671 if (t->next) free_treasurestruct (t->next);
1828 if (t->next_yes)
1829 free_treasurestruct (t->next_yes); 1672 if (t->next_yes) free_treasurestruct (t->next_yes);
1830 if (t->next_no)
1831 free_treasurestruct (t->next_no); 1673 if (t->next_no) free_treasurestruct (t->next_no);
1832 1674
1833 delete t; 1675 delete t;
1834} 1676}
1835 1677
1836void 1678void
1841 1683
1842 delete lc; 1684 delete lc;
1843} 1685}
1844 1686
1845void 1687void
1846free_artifact (artifact * at) 1688free_artifact (artifact *at)
1847{ 1689{
1848 if (at->next)
1849 free_artifact (at->next); 1690 if (at->next) free_artifact (at->next);
1850
1851 if (at->allowed)
1852 free_charlinks (at->allowed); 1691 if (at->allowed) free_charlinks (at->allowed);
1853 1692
1854 at->item->free (1); 1693 at->item->destroy (1);
1855 1694
1856 delete at; 1695 sfree (at);
1857} 1696}
1858 1697
1859void 1698void
1860free_artifactlist (artifactlist * al) 1699free_artifactlist (artifactlist *al)
1861{ 1700{
1862 artifactlist *nextal; 1701 artifactlist *nextal;
1863 1702
1864 for (al = first_artifactlist; al != NULL; al = nextal) 1703 for (al = first_artifactlist; al; al = nextal)
1865 { 1704 {
1866 nextal = al->next; 1705 nextal = al->next;
1867 1706
1868 if (al->items) 1707 if (al->items)
1869 free_artifact (al->items); 1708 free_artifact (al->items);
1870 1709
1871 free (al); 1710 sfree (al);
1872 } 1711 }
1873} 1712}
1874 1713
1875void 1714void
1876free_all_treasures (void) 1715free_all_treasures (void)
1877{ 1716{
1878 treasurelist *tl, *next; 1717 treasurelist *tl, *next;
1879 1718
1880
1881 for (tl = first_treasurelist; tl != NULL; tl = next) 1719 for (tl = first_treasurelist; tl; tl = next)
1882 { 1720 {
1721 clear (tl);
1722
1883 next = tl->next; 1723 next = tl->next;
1884 if (tl->items)
1885 free_treasurestruct (tl->items);
1886 delete tl; 1724 delete tl;
1887 } 1725 }
1726
1888 free_artifactlist (first_artifactlist); 1727 free_artifactlist (first_artifactlist);
1889} 1728}

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